Probably this is useful:
original coords in x0,y0 and z0
result in xl3,yl3 and zl3
(everything is float, of course)
; rotate pitch#, yaw# and roll#
;---------------------------------
xl1#=z0*Sin(roll)+x0*Cos(roll)
yl1#=y0
zl1#=z0*Cos(roll)-x0*Sin(roll)
xl2#=xl1
yl2#=yl1*Cos(yaw)-zl1*Sin(yaw)
zl2#=yl1*Sin(yaw)+zl1*Cos(yaw)
xl3#=yl2*Sin(pitch)+xl2*Cos(pitch)
yl3#=yl2*Cos(pitch)-xl2*Sin(pitch)
zl3#=zl2
;---------------------------------
original coords in x0,y0 and z0
result in xl3,yl3 and zl3
(everything is float, of course)
; rotate pitch#, yaw# and roll#
;---------------------------------
xl1#=z0*Sin(roll)+x0*Cos(roll)
yl1#=y0
zl1#=z0*Cos(roll)-x0*Sin(roll)
xl2#=xl1
yl2#=yl1*Cos(yaw)-zl1*Sin(yaw)
zl2#=yl1*Sin(yaw)+zl1*Cos(yaw)
xl3#=yl2*Sin(pitch)+xl2*Cos(pitch)
yl3#=yl2*Cos(pitch)-xl2*Sin(pitch)
zl3#=zl2
;---------------------------------