#include "raytracer/raytracer.h" // this is used to transform a 4d point by a 4d matrix and its associated translation // this is motivated by the fact that glm does not support 5d matrices, so we cannot define a mat5 to encapsulate both the rotation and translation in one matrix // therefore, we break the 5d transformation into a 4d rotation and a 4d translation glm::vec4 transformPoint4(glm::vec4 point4, glm::mat4 transformDirectionMatrix, glm::vec4 translationPointVector) { // do the translation first point4 -= translationPointVector; // do the rotation and scaling point4 = transformDirectionMatrix * point4; return point4; }