added matrix dimension for non-origin rotation

The names of the row_col variables were starting to get unweildy, so I
renamed them to a(row_num)(col_num).

Ex: Row 0, col 2 is a02.

This is a little terminology I picked up when looking online at matrix
multiplication.  It's simple enough.

Now I need to add the ability to rotate a non-origin axis and rewrite
the vector2D with the new dimension to enable non-origin rotation and
all the matrix and vector tests.  Ugh!
started adding something, but need to stop

I started adding a fourth dimension to the vertex and matrix to allow
for a displacement vector that accounted for a non-origin rotation, but
I forgot that the GL Shading Language expects a square 3x3 matrix for 2D
and a 4x4 matrix for 3D.  It does not allow for a 5x5 matrix, which I
would require if I were to adapt this to 3D.

Instead, I will switch back (not revert in my repo, but rather manually
make the changes because there is a lot of stuff that I still want to
keep) to a 3x3 matrix and add a function that gives me the non-origin
rotation displacement vector.
vector now has x, y, t, is simplified

I removed the extra constructors so now it only has one constructor with
default values, and I renamed the "enable translate" field to simply
"t".

The "enable non-origin rotation" value is now removed as well.

All tests were refactored, all functions except length(), which only
works on the unchanged x and y values, were redone, and everything has
passed the new vector tests.

Now to tackle the matrix.
revamped the matrix and added displacement

The matrix2D is now back in it's 3x3 state, I refactored and retested it
and it all passes, and I implemented and tested a function that returns
a vector2D that contains the displacement for any vector that wants to
be considered as rotating around some point that is not the origin.
I can now rotate around a non-origin point

I incorporated my non-origin rotation vector displacement, learned that,
once set, it should not be moved unless you want the rotation point on
the craft move, and now I have a little triangle ship that rotates
around it's geometric center (or any other point that I want) instead of
around the origin.