ftr1: add the concept of the working camera
Last changes:
- camera uses position, and quaternion for the direction
- quaternion library added
- basic matrix operations
Known issues:
- camera direction is unpredictable - the rotation matrix is wrong
- keyboard is not handled to move the camera
ftr1: The camera concept has been added.
Last changes:
- vector library is implemented
- quaternion and matrix files have new functions
- the camera is based on the standard approach: direction and up vectors. The
  rotation is made with the quaternion with a predefined step.
Known issues:
- camera pitch and yaw have not been tested and implemented yet
- camera rotation and movement are not smooth
- mouse movement is not implemented
- board has the hole to determine the position of it in space.
Reference:
http://youtu.be/rV1EnNIjF-U
ftr1: The camera behavior has been updated and fixed
Last changes:
- updated core math libraries: matrix, vector and quaternion.
  All matrices are row-major (excluding the projection matrix).
  Before they are used in OpenGL, they must be transposed.
- Forward/backward, yaw and pitch features are implemented
- Code is cleaned from debugging snippets
- Camera uses quaternion and the position only. All matrices are
  built using this data only.
Known issues:
- The camera can be manipulated from keyboard only
- Other movements must be implemented: roll, strafe, up/down
- Test camera in the artificial room with the ground and ceil.
Merge branch 'ftr1'
New feature has been added to master.