use cgmath::InnerSpace;
use cgmath::Quaternion;
use cgmath::Rad;
use cgmath::Rotation3;
#[test]
fn test2() {
let identity = Quaternion::from_angle_y(Rad(0.0));
let q = Quaternion::<f32>::from_angle_y(Rad(1.0));
/*
assertion `left == right` failed
left: 1.0 rad
right: 0.5 rad
*/
assert_eq!(Rad(1.0), q.angle(identity));
}