def rotate(self,
               rotation: Quaternion,
               transform_space: int = TransformSpace.Local) -> None:
        if not self._enabled:
            return

        orientation_matrix = rotation.toMatrix()
        if transform_space == SceneNode.TransformSpace.Local:
            self._transformation.multiply(orientation_matrix)
        elif transform_space == SceneNode.TransformSpace.Parent:
            self._transformation.preMultiply(orientation_matrix)
        elif transform_space == SceneNode.TransformSpace.World:
            self._transformation.multiply(
                self._world_transformation.getInverse())
            self._transformation.multiply(orientation_matrix)
            self._transformation.multiply(self._world_transformation)

        self._transformChanged()
    def setOrientation(self,
                       orientation: Quaternion,
                       transform_space: int = TransformSpace.Local) -> None:
        if not self._enabled or orientation == self._orientation:
            return

        if transform_space == SceneNode.TransformSpace.World:
            if self.getWorldOrientation() == orientation:
                return
            new_orientation = orientation * (
                self.getWorldOrientation() *
                self._orientation.getInverse()).invert()
            orientation_matrix = new_orientation.toMatrix()
        else:  # Local
            orientation_matrix = orientation.toMatrix()

        euler_angles = orientation_matrix.getEuler()
        new_transform_matrix = Matrix()
        new_transform_matrix.compose(scale=self._scale,
                                     angles=euler_angles,
                                     translate=self._position,
                                     shear=self._shear)
        self._transformation = new_transform_matrix
        self._transformChanged()