private ["_sinaroundX","_cosaroundX","_dirY","_dirZ","_upY","_upZ","_sinaroundY","_cosaroundY","_dirX","_upX","_sinaroundZ","_cosaroundZ","_dirXTemp","_upXTemp","_object","_rotations","_aroundX","_aroundY","_aroundZ","_dir","_up"]; _object = _this select 0; _rotations = _this select 1; _aroundX = _rotations select 0; _aroundY = _rotations select 1; _aroundZ = (360 - (_rotations select 2)) - 360; _dirX = 0; _dirY = 1; _dirZ = 0; _upX = 0; _upY = 0; _upZ = 1; if (_aroundX != 0) then { _sinaroundX = sin _aroundX; _cosaroundX = cos _aroundX; _dirY = _cosaroundX; _dirZ = _sinaroundX; _upY = -(_sinaroundX); _upZ = _cosaroundX; }; if (_aroundY != 0) then { _sinaroundY = sin _aroundY; _cosaroundY = cos _aroundY; _dirX = _dirZ * _sinaroundY; _dirZ = _dirZ * _cosaroundY; _upX = _upZ * _sinaroundY; _upZ = _upZ * _cosaroundY; }; if (_aroundZ != 0) then { _sinaroundZ = sin _aroundZ; _cosaroundZ = cos _aroundZ; _dirXTemp = _dirX; _dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ); _dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ); _upXTemp = _upX; _upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ); _upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ); }; _dir = [_dirX, _dirY, _dirZ]; _up = [_upX, _upY, _upZ]; _object setVectorDirAndUp [_dir, _up];