use na::{Real, U2, U3, U4}; pub fn orientation(Normal: &Vec, Up: &Vec) -> Mat { unimplemented!() } pub fn rotate2(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn rotate(v: &Vec, angle: N, normal: &Vec) -> Vec { unimplemented!() } pub fn rotate4(v: &Vec, angle: N, normal: &Vec) -> Vec { unimplemented!() } pub fn rotateX(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn rotateX4(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn rotateY(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn rotateY4(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn rotateZ(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn rotateZ4(v: &Vec, angle: N) -> Vec { unimplemented!() } pub fn slerp(x: &Vec, y: &Vec, a: N) -> Vec { unimplemented!() }