question: private static void mat4_util_inplace_rotate ( float [ ] inOutMatrix , float eulerRadiansX , float eulerRadiansY , float eulerRadiansZ ) { float cos_rx = ( float ) Math . cos ( eulerRadiansX ) ; float cos_ry = ( float ) Math . cos ( eulerRadiansY ) ; float cos_rz = ( float ) Math . cos ( eulerRadiansZ ) ; float sin_rx = ( float ) Math . sin ( eulerRadiansX ) ; float sin_ry = ( float ) Math . sin ( eulerRadiansY ) ; float sin_rz = ( float ) Math . sin ( eulerRadiansZ ) ; float b00 = cos_rz * cos_ry ; float b10 = sin_rz * cos_ry ; float b20 = - sin_ry ; float b30 = 0.0f ; float b01 = - sin_rz * cos_rx + cos_rz * sin_ry * sin_rx ; float b11 = cos_rz * cos_rx + sin_rz * sin_ry * sin_rx ; float b21 = cos_ry * sin_rx ; float b31 = 0.0f ; float b02 = sin_rz * sin_rx + cos_rz * sin_ry * cos_rx ; float b12 = - cos_rz * sin_rx + sin_rz * sin_ry * cos_rx ; float b22 = cos_ry * cos_rx ; float b32 = 0.0f ; float b03 = 0.0f ; float b13 = 0.0f ; float b23 = 0.0f ; float b33 = 1.0f ; float a00 = inOutMatrix [ 0 ] ; float a10 = inOutMatrix [ 1 ] ; float a20 = inOutMatrix [ 2 ] ; float a30 = inOutMatrix [ 3 ] ; float a01 = inOutMatrix [ 4 ] ; float a11 = inOutMatrix [ 5 ] ; float a21 = inOutMatrix [ 6 ] ; float a31 = inOutMatrix [ 7 ] ; float a02 = inOutMatrix [ 8 ] ; float a12 = inOutMatrix [ 9 ] ; float a22 = inOutMatrix [ 10 ] ; float a32 = inOutMatrix [ 11 ] ; float a03 = inOutMatrix [ 12 ] ; float a13 = inOutMatrix [ 13 ] ; float a23 = inOutMatrix [ 14 ] ; float a33 = inOutMatrix [ 15 ] ; inOutMatrix [ 0 ] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30 ; inOutMatrix [ 1 ] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30 ; inOutMatrix [ 2 ] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30 ; inOutMatrix [ 3 ] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30 ; inOutMatrix [ 4 ] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31 ; inOutMatrix [ 5 ] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31 ; inOutMatrix [ 6 ] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31 ; inOutMatrix [ 7 ] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31 ; inOutMatrix [ 8 ] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32 ; inOutMatrix [ 9 ] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32 ; inOutMatrix [ 10 ] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32 ; inOutMatrix [ 11 ] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32 ; inOutMatrix [ 12 ] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33 ; inOutMatrix [ 13 ] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33 ; inOutMatrix [ 14 ] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33 ; inOutMatrix [ 15 ] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33 ; }
target:  \fn mat4_util_inplace_rotate \brief In place rotate using eulerRadiansX, eulerRadiansY, eulerRadiansZ \param inOutMatrix   [mat4] \param eulerRadiansX [float] \param eulerRadiansY [float] \param eulerRadiansZ [float]