title: What is the correct way, using THREE.js methods to calculate the yaw of the camera?
body: <p>How can I calculate a 2d (aerial-view) representation of an object's rotation (yaw) in my 3d scene using built-in THREE.js methods?</p>
  
  <p>I have this working correctly using the solution from <a href="https://stackoverflow.com/questions/14167962/how-to-derive-standard-rotations-from-three-js-when-using-quaternions">How to derive &quot;standard&quot; rotations from three.js when using quaternions?</a> (same as <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/" rel="nofollow noreferrer">http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/</a>); but I would prefer to use built-in methods if available.</p>