Suggestion: add the following methods to Spatial:

`//rotate based on 3 float values (angles) -- SeySayux`

public void setLocalRotation(float x, float y, float z) {

this.getLocalRotation().fromAngles(x,y,z);

}

// rotate based on values in vector (angles) -- SeySayux

public void setLocalRotation(Vector3f v) {

this.getLocalRotation().fromAngles(v.x, v.y, v.z);

}

// adds translation to the current translation -- SeySayux

public void addLocalTranslation(Vector3f v) {

this.getLocalTranslation().add(v);

}

// adds translation to the current translation (floats) -- Seysayux

public void addLocalTranslation(float x, float y, float z) {

this.getLocalTranslaton().x += x;

this.getLocalTranslaton().y += y;

this.getLocalTranslaton().z += z;

}

// adds rotation (quaternion) to current rotation -- SeySayux

public void addLocalRotation(Quaternion q) {

this.getLocalRotation().add(q);

}

//adds rotation (float angles) to current rotation -- SeySayux

public void addLocalRotation(float x, float y, float z) {

float f[] = new float[3];

this.getLocalRotation().toAngles(f);

f[0] += x; f[1] += y; f[2] += z;

this.getLocalTranslation.fromAngles(f);

}

// adds rotation (vector angles) to current rotation -- SeySayux

public void addLocalRotation(Vector3f v) {

addLocalRotation(v.x, v.y, v.z);

}

// adds local scale (float value) -- SeySayux

public void addLocalScale(float localScale) {

this.localScale.x += localScale;

this.localScale.y += localScale;

this.localScale.z += localScale;

}

// adds local scale (Vector value) -- SeySayux

public void addLocalScale (Vector3f localScale) {

this.getLocalScale().add(localScale);

}