made the ship accelerate relative to orientation

I also changed the rotation calculation so that it possessed an angular
acceleration and a crude form of inertia so that, once it started
rotating, it would keep rotating.
added a "constants" header file

Currently it contains the Google calculator values for pi, sqrt(3), and
sqrt(2), the latter two of which are common things in the unit circle.
changed vector2D and matrix2D for translation

Previously, I could not perform translation on a vector with matrix
transformation.  Now I can.

Tests were implemented, new matrix operator* was stubbed out, all tests
failed, then changes were made to the implementation to make them pass.
renamed entries in matrix2D to be generic

Previously, I tried to have the names of each entry in the matrix be
intuitive, like x0, x1, x_translate, y0, y1, and y_translate, but the
third row was just sitting there and didn't have any intuitive name to
go with it.

Additionally, the intuitive names made matrix multiplication a really
big pain in the neck.

So I renamed them to row0_col0, row0_col1, ... row_2_col2.  I had to
remake my moc file because I did a text search and change in the entire
solution, and there were some hex values in the moc file that began with
x0, which the search picked up.  The moc file isn't part of this commit
though because I remade it so it appeared unchanged.

But now my rotations are all off.

I think that it is because the size of the vector changed.
fixed vertex declarations and attrib pointer

I still had the number of items per vertex hardcoded as 2 in
glVertexAttribPointer(...).  The vector is now 3 floats, so I changed
the hardcoded value to 3.  I'll make it a variable later when I start
encapsulating my model data into its own structure.

I also changed the last argument in my vertex declarations so that they
could be translated (default is 0 - "no translation").
integrated transformation matrix into render step

Previously, the transformation of the ship's vertices was performed by
applying the rotation matrix and then adding the ship position vector.

Now I create a rotation and translation matrix, multiply the translation
by the rotation (NOT the other way around, which will effectively
translate the ship, then rotate it around the origin) to create a
transformation matrix, then multiply the matrix by each vertex.

Woot!  It works too!