The result is right.
when you create a Quartenion the values are normalized
among x,y,z and w.

There are some alghoritms in the web to convert a
Quaternion to Euler angles (X,Y,Z), but be careful .
Some algorithms fails to  map the 4D quaternion values
to 3D Euler at specific ranges.
Of course I am not the "math guy" to help you on it.

Alessandro



 --- Michael Pfeiffer <[EMAIL PROTECTED]> escreveu:
> Hi,
>
> following code-snipped delivers a strange result:
>
> System.out.println(Math.toDegrees((new
> Quat4d(0,Math.toRadians(148),0,1.0)).y));
>
> Instead of 148 the value of y is equal to
> 57.29577951308232. What happened
> here? And how can I get the value of 148 out of this
> quaternion?
>
> Michael
>
>
> --
> http://www.3dchat.org - Welcome To The Unreal World
> http://java3d.virtualworlds.de - The J3D Developers
> Ressource
>
>
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