Rotations are not linear.
Take a cube, with all 3 lengths different. Copy it. Rotate it 90 degrees on the X, then 90 degrees on the new Y. Take the same cube, rotate it 90 degrees on Y, then 90 degrees on the new X. It's different. This is because rotations are not linear - a + b != b + a.
Sooo, what to do is realize how sketchup works. Sketchup rotates first on X, then on Y, then on Z. Thus, by rotating along X by 35, then on the new Y by -30, then finally by -36. This creates the same as 45 on Z, then 45 on new X.
The two are equivalent. http://en.wikipedia.org/wiki/Euler_angles#Table_of_matrices will demonstrate. Sketchup system has a basic rotation matrix using the xyz. This is EQUIVALENT to your system (using ZXY, for example, with a rotation about Y of 0). Do the math yourself, you'll see that you wind up with the same matrix or you'll wind up with a transposed matrix, or to say the least a rearranged matrix. (i.e. what was in row 1 is now in row 2, and what was in column 1 is now in column 2, etc)
Back to your original question though - those are the global X,Y,Z rotations, assuming that the rotations you are reading are not nested inside of another component- but they are in rotate X, then Y, then Z notation.
Side note - if you do have a nested dynamic component, and need to get the global rotations of a nested dc, you need to take the rotations of the parent, assemble the rotation matrix as explained in the wikipedia article. Then construct the nested component's rotation matrix. Finally multiply the two matrices together. Once you've done that, deconstruct the product (beware of gimbal lock when you deconstruct the matrix; this occurs if the middle rotation is 0 degrees - however as long as you can deal with a rotation of 2 degrees in the X and 3 degrees in the Z being the equivalent to 3 degrees in the X and then 2 degrees in the Z, you'll be ok).