1 2 3 4 5 6 7 8 9 10 11 12 13
use core::MatrixArray; use core::dimension::{U2, U3}; use geometry::RotationBase; /// A D-dimensional rotation matrix. pub type Rotation<N, D> = RotationBase<N, D, MatrixArray<N, D, D>>; /// A 2-dimensional rotation matrix. pub type Rotation2<N> = Rotation<N, U2>; /// A 3-dimensional rotation matrix. pub type Rotation3<N> = Rotation<N, U3>;