void Matrix4x4f::rotateDegrees(const float &angleDegrees, const Vector3f &axis)
	{
		float angleRadians = angleDegrees * DEG_TO_RAD;
		Matrix4x4f newMatrix;
		newMatrix.setAsRotationMatrix(angleRadians, axis);
		(*this) = newMatrix * (*this);
	}
	void Matrix4x4f::rotateRadians(const float &angleRadians, const Vector3f &axis)
	{
		Matrix4x4f newMatrix;
		newMatrix.setAsRotationMatrix(angleRadians, axis);
		(*this) = newMatrix * (*this);
	}