/**
  * Adjusts the rotation of this {@link ATransformable3D} by the rotation described by the provided
  * Euler angle. If this is part of a scene graph, the graph will be notified of the change.
  *
  * @param rotZ double The pitch angle in degrees.
  * @return A reference to this {@link ATransformable3D} to facilitate chaining.
  */
 public ATransformable3D setRotZ(double rotZ) {
   mOrientation.fromEuler(mOrientation.getYaw(), rotZ, mOrientation.getRoll());
   mLookAtValid = false;
   markModelMatrixDirty();
   return this;
 }
 /**
  * Sets the rotation of this {@link ATransformable3D} by the rotation described by the provided
  * Euler angles. If this is part of a scene graph, the graph will be notified of the change.
  *
  * @param rotX double The roll angle in degrees.
  * @param rotY double The yaw angle in degrees.
  * @param rotZ double The pitch angle in degrees.
  * @return A reference to this {@link ATransformable3D} to facilitate chaining.
  */
 public ATransformable3D setRotation(double rotX, double rotY, double rotZ) {
   mOrientation.fromEuler(rotY, rotZ, rotX);
   mLookAtValid = false;
   markModelMatrixDirty();
   return this;
 }
 /**
  * Adjusts the rotation of this {@link ATransformable3D} by the rotation described by the provided
  * Euler angle. If this is part of a scene graph, the graph will be notified of the change.
  *
  * @param rotY double The yaw angle in degrees.
  * @return A reference to this {@link ATransformable3D} to facilitate chaining.
  */
 public ATransformable3D setRotY(double rotY) {
   mOrientation.fromEuler(rotY, mOrientation.getPitch(), mOrientation.getRoll());
   mLookAtValid = false;
   markModelMatrixDirty();
   return this;
 }
 /**
  * Sets the rotation of this {@link ATransformable3D} by the rotation described by the provided
  * Euler angles. If this is part of a scene graph, the graph will be notified of the change.
  *
  * @param rotation {@link Vector3} whose components represent the Euler angles in degrees. X =
  *     Roll, Y = Yaw, Z = Pitch.
  * @return A reference to this {@link ATransformable3D} to facilitate chaining.
  */
 public ATransformable3D setRotation(Vector3 rotation) {
   mOrientation.fromEuler(rotation.y, rotation.z, rotation.x);
   mLookAtValid = false;
   markModelMatrixDirty();
   return this;
 }