 
   setRotation : ([x, y, z]) ->
 
-    @resetRotation()
+    @reset(false)
     @roll  -z * Math.PI / 180
     @yaw   -y * Math.PI / 180
     @pitch -x * Math.PI / 180

    scale


  reset : ->

    { scale } = @

    m = [
      1, 0, 0, 0,

    M4x4.scale(scale, m, m)
    @currentMatrix = m

    if position? and not resetPosition
      @setPosition(position)

    # Apply 180° Rotation to keep it consistent with plane view
    @roll Math.PI

    updateMacro(@)

