forked from M-Labs/nalgebra
14 lines
347 B
Rust
14 lines
347 B
Rust
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use core::MatrixArray;
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use core::dimension::{U2, U3};
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use geometry::RotationBase;
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/// A D-dimensional rotation matrix.
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pub type Rotation<N, D> = RotationBase<N, D, MatrixArray<N, D, D>>;
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/// A 2-dimensional rotation matrix.
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pub type Rotation2<N> = Rotation<N, U2>;
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/// A 3-dimensional rotation matrix.
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pub type Rotation3<N> = Rotation<N, U3>;
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