/**
  * Resets the orientation of this {@link ATransformable3D} object to look at its look at target
  * and use the specified {@link Vector3} as up. If this is part of a scene graph, the graph will
  * be notified of the change.
  *
  * @param upAxis {@link Vector3} The direction to use as the up axis.
  * @return A reference to this {@link ATransformable3D} to facilitate chaining.
  */
 public ATransformable3D resetToLookAt(Vector3 upAxis) {
   mTempVec.subtractAndSet(mLookAt, mPosition);
   // In OpenGL, Cameras are defined such that their forward axis is -Z, not +Z like we have
   // defined objects.
   if (mIsCamera) mTempVec.inverse();
   mOrientation.lookAt(mTempVec, upAxis);
   mLookAtValid = true;
   markModelMatrixDirty();
   return this;
 }
  private void showHudPositionHelper(Quaternion currentOrientation) {
    final Vector3 movement = WorldParameters.FORWARD_AXIS.clone();
    Quaternion relative = currentOrientation.clone();
    movement.rotateBy(relative).multiply(3);
    movement.inverse();
    centralPane.getPosition().add(movement);

    // TODO move off to the side.
    leftTopPlane.getPosition().add(movement);
    //        leftBottomPlane.getPosition().add(movement);
  }