That totally depends on your system of transformations. An X,Y,Z order of transformations yields a totally different matrix than a Y,X,Z order, for example. YXZ is most commonly used.

Plus the fact that you can’t convert a single vector into euler angles, as a single vector isn’t a full orientation yet (you don’t know the rotation about the normal itself), so you can only get two angles.

(Hmm deja vu. Please use the search before opening a topic :unsure:)

in 3D, if i have normal vector, how can i get x,y and z angles that represents same rotation?

What im trying to do is, i have plane, then i want to construct matrix that when applied on object, object is projected onto plane.