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); }