Initial bootstrap

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-21
// Updated : 2005-12-21
// Licence : This source is under MIT License
// File : glm/gtx/matrix_cross_product.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm
{
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> matrixCross3
(
detail::tvec3<T, P> const & x
)
{
detail::tmat3x3<T, P> Result(T(0));
Result[0][1] = x.z;
Result[1][0] = -x.z;
Result[0][2] = -x.y;
Result[2][0] = x.y;
Result[1][2] = x.x;
Result[2][1] = -x.x;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> matrixCross4
(
detail::tvec3<T, P> const & x
)
{
detail::tmat4x4<T, P> Result(T(0));
Result[0][1] = x.z;
Result[1][0] = -x.z;
Result[0][2] = -x.y;
Result[2][0] = x.y;
Result[1][2] = x.x;
Result[2][1] = -x.x;
return Result;
}
}//namespace glm