#include #include #define _USE_MATH_DEFINES #include #define GLM_FORCE_RADIANS #include "glm/vec2.hpp" #include "glm/vec3.hpp" #include "glm/mat4x4.hpp" #include "glm/gtc/matrix_transform.hpp" #include "glm/gtc/matrix_inverse.hpp" glm::mat4 Multiply( glm::mat4 a, glm::mat4 b ) { ??? } glm::vec3 Multiply( glm::mat4 a, glm::vec3 b ) { ??? } glm::vec3 ScalePointAroundAnotherPoint( glm::vec3 inputPoint, glm::vec3 centerPoint, glm::vec3 scale ) { ??? } glm::vec3 RotatePointAroundAnotherPoint( glm::vec3 inputPoint, glm::vec3 centerPoint, glm::mat4 first, glm::mat4 second, glm::mat4 third ) { ??? } void WhoAmI( std::string &yourName, std::string &yourEmailAddress ) { yourName = "Joe Graphics"; yourEmailAddress = "jgraphics@oregonstate.edu" ; } void PrintMatrix( glm::mat4 mat ) { for( int row = 0; row < 4; row++ ) { fprintf( stderr, " %7.2f %7.2f %7.2f %7.2f\n", mat[row][0], mat[row][1], mat[row][2], mat[row][3] ); } }