How to convert from Euler's coordinates
E1 = (x1, y1, z1, yaw1, pitch1, roll1)
to E2 = (x2, y2, z2, yaw2, pitch2, roll2)
where x, y, z are the coordinates of a point
and yaw, pitch, roll the direction/orientation of a vector which origin is the point.
yaw is around y, pitch around x, roll around z. They are performed in that order. Yaw 0 is normal to the plan xy (opposite to z in E1 and equal to z in E2).
E1 uses a right handed space and E2 a left handed space.
Both have the same origin, the same direction for y (top) and z (into the screen).
They differ by x which is to the left on E1 and to the right on E2.
They also differ by their direction of positive rotations.
I've a custom type to hold the scalar representation and to convert from and to the equivalent WPF Matrix3d representation.