I am trying to figure out a way to calculate the angle that a vector gets rotated around itself if a rotation matrix is applied to it.
For example if we take a vector $\vec{k} = (0, 0, 1)$ and rotate it $45^{\circ}$ around the Z axis (in this case the vector itself), well end up with the same vector $\vec{k'} = (0, 0, 1)$ but it essentially rotated around Z axis by $45^{\circ}$. What I am interested in calculating is that $45^{\circ}$ angle for more complex rotations around multiple axes and vectors that are not on any particular axis.
If we find a vector that is orthogonal to $\vec{k}$, for example, $\vec{i} = (1, 0, 0)$, and we apply that same rotation to it we'll end up with a rotated vector $\vec{i'} = (0.707, -0.707, 0)$. In this particular case I could just calculate the angle between $\vec{i}$ and $\vec{i'}$ and get my answer, but if the rotation was around multiple axes and not just Z that would not work.
Is there a way to calculate this rotation matrix "component" (there might be a more appropriate term for this?)? Would it be possible to split the original rotation matrix into 2 parts - rotation matrix that only has elements which directly affect the output vector, and an angle that the vector gets rotated around its own axis?
Edit 1: An example of a more complicated rotation matrix
If we have a vector $\vec{v} = (0, 0, 1)$, an orthogonal vector $\vec{x} = (0.707, 0.707, 0)$ and a rotation matrix:
M =
0.500 0.707 -0.500
-0.500 0.707 0.500
0.707 0.000 0.707
If we apply the rotation matrix to $\vec{x}$ we get $\vec{Mx} = (0.854, 0.146, 0.5)$.
If we then plot those vectors and view directly into a plane that $\vec{v}$ is normal of (in this case XY plane but can be any 2D plane), what I would like to know is the angle that I need to rotate $\vec{x}$ around $\vec{v}$ by to have it overlap with $\vec{Mx}$ in that view.
In this case the answer is around $35.2^\circ$ (manual try and error)
Note: $\vec{v}$ is usually not on one of the coordinate axes, this is just easier explain with (I think). Another example could be $\vec{v} = (0.424, 0.566, 0.707)$