#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::vec3 WhatPartOfALivesInBDir( glm::vec3 a, glm::vec3 b ) { ??? } glm::vec3 WhatPartOfALivesPerpToB( glm::vec3 a, glm::vec3 b ) { ??? } glm::vec3 UnitSurfaceNormal( glm::vec3 q, glm::vec3 r, glm::vec3 s ) { ??? } float Area( glm::vec3 q, glm::vec3 r, glm::vec3 s ) { ??? } bool IsPointInTriangle( glm::vec3 q, glm::vec3 r, glm::vec3 s, glm::vec3 p ) { ??? } float DistanceFromPointToPlane( glm::vec3 q, glm::vec3 r, glm::vec3 s, glm::vec3 p ) { ??? } void WhoAmI( std::string &yourName, std::string &yourEmailAddress ) { yourName = "Joe Graphics"; yourEmailAddress = "jgraphics@oregonstate.edu" ; }