<commit_before>#ifndef GLM_FORCE_RADIANS
#define GLM_FORCE_RADIANS
#define DEGREES_TO_RADIANS(x) (x * PI / 180.0f)
#endif

#include "transformation.hpp"

// Include GLEW
#ifndef __GL_GLEW_H_INCLUDED
#define __GL_GLEW_H_INCLUDED
#include <GL/glew.h> // GLfloat, GLuint etc.
#endif

// Include GLM
#ifndef __GLM_GLM_HPP_INCLUDED
#define __GLM_GLM_HPP_INCLUDED
#include <glm/glm.hpp> // glm
#endif

// Include standard headers
#include <iostream> // std::cout, std::cin, std::cerr
#include <vector>   // std::vector
#include <stdint.h> // uint32_t etc.

namespace geometry
{
    glm::vec3 transform_planar_world_vertex_into_cartesian_vertex(
            glm::vec3 planar_world_vertex,
            const double sphere_radius)
    {
        SphericalCoordinatesStruct spherical_vertex;
        spherical_vertex.rho = planar_world_vertex.y + sphere_radius;       // rho is altitude.
        spherical_vertex.theta = DEGREES_TO_RADIANS(planar_world_vertex.x); // theta is longitude, the azimuthal angle.
        spherical_vertex.phi = DEGREES_TO_RADIANS(-planar_world_vertex.z);  // phi is latitude, the polar angle.

        glm::vec3 cartesian_vertex;<commit_msg>Bugfix: added missing `#include` line.<commit_after>#ifndef GLM_FORCE_RADIANS
#define GLM_FORCE_RADIANS
#define DEGREES_TO_RADIANS(x) (x * PI / 180.0f)
#endif

#include "transformation.hpp"
#include "code/ylikuutio/common/globals.hpp"

// Include GLEW
#ifndef __GL_GLEW_H_INCLUDED
#define __GL_GLEW_H_INCLUDED
#include <GL/glew.h> // GLfloat, GLuint etc.
#endif

// Include GLM
#ifndef __GLM_GLM_HPP_INCLUDED
#define __GLM_GLM_HPP_INCLUDED
#include <glm/glm.hpp> // glm
#endif

// Include standard headers
#include <iostream> // std::cout, std::cin, std::cerr
#include <vector>   // std::vector
#include <stdint.h> // uint32_t etc.

namespace geometry
{
    glm::vec3 transform_planar_world_vertex_into_cartesian_vertex(
            glm::vec3 planar_world_vertex,
            const double sphere_radius)
    {
        SphericalCoordinatesStruct spherical_vertex;
        spherical_vertex.rho = planar_world_vertex.y + sphere_radius;       // rho is altitude.
        spherical_vertex.theta = DEGREES_TO_RADIANS(planar_world_vertex.x); // theta is longitude, the azimuthal angle.
        spherical_vertex.phi = DEGREES_TO_RADIANS(-planar_world_vertex.z);  // phi is latitude, the polar angle.

        glm::vec3 cartesian_vertex;
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