public void UpdateRotation(VirtualObject virtualObject, CGPoint span)
        {
            var midPointToFirstTouch = span.Divide(2f);
            var currentAngle         = Math.Atan2(midPointToFirstTouch.X, midPointToFirstTouch.Y);

            var currentAngleToInitialFingerAngle = InitialFingerAngle - currentAngle;

            if (!RotationThresholdPassed)
            {
                var threshold = RotationThreshold;

                if (TranslationThresholdPassed || ScaleThresholdPassed)
                {
                    threshold = RotationThresholdHarder;
                }

                if ((float)Math.Abs(currentAngleToInitialFingerAngle) > threshold)
                {
                    RotationThresholdPassed = true;

                    // Change the initial object angle to prevent a sudden jump after crossing the threshold.
                    if (currentAngleToInitialFingerAngle > 0f)
                    {
                        InitialObjectAngle += threshold;
                    }
                    else
                    {
                        InitialObjectAngle -= threshold;
                    }
                }
            }

            if (RotationThresholdPassed)
            {
                // Note:
                // For looking down on the object (99% of all use cases), we need to subtract the angle.
                // To make rotation also work correctly when looking from below the object one would have to
                // flip the sign of the angle depending on whether the object is above or below the camera...
                var x = virtualObject.EulerAngles.X;
                var y = InitialObjectAngle - currentAngleToInitialFingerAngle;
                var z = virtualObject.EulerAngles.Z;
                virtualObject.EulerAngles = new SCNVector3(x, (float)y, z);
                LastUsedObject            = virtualObject;
            }
        }