public void ToAxisAngle()
{
Vector3 rotationAxis = Vector3.ZAxis;
var angle = Constants.HALF_PI;
var quaternion = new Quaternion(rotationAxis, angle);
Vector4 axisAngle = quaternion.ToAxisAngle();
axisAngle.X.ShouldEqual(rotationAxis.X);
axisAngle.Y.ShouldEqual(rotationAxis.Y);
axisAngle.Z.ShouldEqual(rotationAxis.Z);
axisAngle.W.ShouldEqual(angle);
}