code: public Matrix4f rotateXYZ(float angleX, float angleY, float angleZ) {
          return rotateXYZ(angleX, angleY, angleZ, thisOrNew());
      }
docs: Apply rotation of <code>angleX</code> radians about the X axis, followed by a rotation of <code>angleY</code> radians about the Y axis and
  followed by a rotation of <code>angleZ</code> radians about the Z axis.
  <p>
  When used with a right-handed coordinate system, the produced rotation will rotate a vector
  counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin.
  When used with a left-handed coordinate system, the rotation is clockwise.
  <p>
  If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
  then the new matrix will be <code>M * R</code>. So when transforming a
  vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the
  rotation will be applied first!
  <p>
  This method is equivalent to calling: <code>rotateX(angleX).rotateY(angleY).rotateZ(angleZ)</code>
  
  @param angleX
  the angle to rotate about X
  @param angleY
  the angle to rotate about Y
  @param angleZ
  the angle to rotate about Z
  @return a matrix holding the result