Using the Entity.Transform.Rotation and all the possible Quaternion factories, it seems though that I can only change rotation relative to the entities local coordinate system (is that right or did i miss something?).
I also tried to retrieve the entitie’s world matrix, apply rotation and write it back, but this has no effect (it’s ignored though it’s not read only)?
From the resulting matrix I can however retrieve the translation vector and i can build the rotation quaternion, however it seems a bit costly to do all of this step by step?
So I wonder if there is a built in helper to rotate an entity around the world origin or any other more efficient way (or should I just not bother)?