@ferdinand : Thanks a lot for replying in such an extensive manner, that code was really helpful in it's own way but for other purposes.
Your code actually rotates and moves my object, which I do not want. I want it to remain in exactly the same location and orientation but I want it's axis system to match up to that of the world.
It seems I wasn't detailed enough in my initial question:
The object has no rotational transforms (all are 0) but the Pivot ("Enable Axis" button) is incorrectly oriented. The objects' local coordinate system does not match up with the worlds' coordinate system in terms of orientation (X-axis, Y-axis, Z-axis).
Normally, as a human, one would press the "Enable Axis" button and manually rotate the objects'' Pivot point to match the orientation of the world axis. So that Y is up, etc.
How would one do this in Python code?
Currently the Y axis of the object is on the worlds' X axis, so if I call the GetRad() function, the width of the object is actually put in the Y component of the c4d.Vector, not in the X where it should belong.
Edit: I have read up on the matrix manual but it's confusing to me, but that is a different subject.