question: public ModelConverter rotate ( float rotation , float x , float y , float z , Vec3UV center ) { ROTATION_MATRIX . setRotations ( ( float ) Math . toRadians ( x * rotation ) , ( float ) Math . toRadians ( y * rotation ) , ( float ) Math . toRadians ( z * rotation ) ) ; for ( Box box : this . modelBoxList ) { for ( Quad quad : box . quads ) { for ( int i = 0 ; i < 4 ; i ++ ) { Vec3UV vec = quad . vertices [ i ] ; Vec3UV rotatedPoint = null ; rotatedPoint = ROTATION_MATRIX . transformVec ( vec , center ) ; vec . x = rotatedPoint . x ; vec . y = rotatedPoint . y ; vec . z = rotatedPoint . z ; } } } Vec3UV rotatedFwdVec = ROTATION_MATRIX . transformVec ( this . fwdVec , center ) ; this . fwdVec . x = rotatedFwdVec . x ; this . fwdVec . y = rotatedFwdVec . y ; this . fwdVec . z = rotatedFwdVec . z ; Vec3UV rotatedUpVec = ROTATION_MATRIX . transformVec ( this . upVec , center ) ; this . upVec . x = rotatedUpVec . x ; this . upVec . y = rotatedUpVec . y ; this . upVec . z = rotatedUpVec . z ; return this ; }
target:  Rotates the model vertices.