vector3d modeler::rotate_axis(vector3d &size, float degrees, int axis) {
	float angle = PI * degrees / 180.0;
	float cos_angle = cos(angle);
	float sin_angle = sin(angle);
	float posX = size.getX();
	float posY = size.getY();
	float posZ = size.getZ();
	float x, y, z;
	switch (axis) {
	case 0: 
		x = cos_angle * posX - sin_angle * posY;
		y = sin_angle * posX + cos_angle * posY;
		z = posZ;
		break;
	case 1: 
		x = cos_angle * posX + sin_angle * posZ;
		y = posY;
		z = -sin_angle * posX + cos_angle * posZ;
		break;
	case 2: 
		x = posX;
		y = cos_angle * posY - sin_angle * posZ;
		z = sin_angle * posY + cos_angle * posZ;
		break;
	default:
		break;
	}
	return vector3d(x, y, z);
}