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/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 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> GLM_FUNC_QUALIFIER detail::tmat3x3<T> matrixCross3 ( detail::tvec3<T> const & x ) { detail::tmat3x3<T> 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> GLM_FUNC_QUALIFIER detail::tmat4x4<T> matrixCross4 ( detail::tvec3<T> const & x ) { detail::tmat4x4<T> 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
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