My backend uses Euler rotations for efficiency reasons (gimbal lock is not a factor, so please don't comment about it).
If the given data supplies a quaternion, how could I convert that into an accurate Euler?
Most methods I've seen use asin for the Y axis, but there's a suggested method to use 3 atan2 functions for accuracy.
Also I should mention, I'm following OpenGL terms for axis representation, where Z is your monitor's depth, in relation:
{ X: width, Y: height, Z: depth }
so if you provide an example code, please provide the rotations as such:
{ X: pitch, Y: yaw, Z: roll }