I'm about to implement a new useful feature to the core. For now, it's called addRotation().
What is it for ?
Well, usually the BJS users aren't big fans of quaternions to manage their mesh rotations, although the quaternions are the best tools to achieve it.
Quaternion aren't intuitive, so people prefer the Euler angles, right ?
Moreover BJS imposes the rotation order, what is, if I'm not wrong, YXZ. This means that, when you set a mesh rotation (x, y, z), it