mat.m10 = in.y;
mat.m20 = in.z;
//Do the rotations used to obtain this basis in reverse
mat.rotate(-rotationYaw * 3.14159265F / 180F, new Vector3f(0F, 1F, 0F));
mat.rotate(-rotationPitch * 3.14159265F / 180F, new Vector3f(0F, 0F, 1F));
mat.rotate(-rotationRoll * 3.14159265F / 180F, new Vector3f(1F, 0F, 0F));
return new Vector3f(mat.m00, mat.m10, mat.m20);
}
//Find a local vector in terms of the global axes.
public Vector3f findLocalVectorGlobally(Vector3f in)