def _parse_rotate(s): rotate = _float_list(s) if len(rotate) == 4: # around axis return Quaternion.new_rotate_axis(rotate[0] / 180. * math.pi, Vector3(*vector[1:])) else: x, y, z = [ i / 180. * math.pi for i in rotate ] return Quaternion.new_rotate_euler(y, z, x)