pub fn rotation_y(angle: T) -> Quaternion<T> {
        let angle = angle / (T::ONE + T::ONE);
        let (sin, cos) = angle.sin_cos();

        Quaternion {
            x: T::ZERO,
            y: sin,
            z: T::ZERO,
            w: cos,
        }
    }
/// Creates a quaternion representing a counterclockwise rotation of `angle` radians around the 
/// y-axis.
Creates a quaternion representing a counterclockwise rotation of `angle` radians around the
y-axis.
Creates a quaternion representing a counterclockwise rotation of ` angle ` radians around the y - axis .
pub fn rotation_y(angle: T) -> Quaternion<T> {
        let angle = angle / (T::ONE + T::ONE);
        let (sin, cos) = angle.sin_cos();
        Quaternion {
            x: T::ZERO,
            y: sin,
            z: T::ZERO,
            w: cos,
        }
    }
pub fn rotation_y ( angle : T ) -> Quaternion < T > { let angle = angle / ( T :: ONE + T :: ONE ) ; let ( sin , cos ) = angle . sin_cos ( ) ; Quaternion { x : T :: ZERO , y : sin , z : T :: ZERO , w : cos , } }
Creates a quaternion representing a counterclockwise rotation of `angle` radians around the
y-axis.
Creates a quaternion representing a counterclockwise rotation of ` angle ` radians around the y - axis .
angle
T
angle
T