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thinking of implementing glm_quat_slerp_longest(versor q, versor r, float t, versor dest) by making r negative, comparing how big the angle is with q with r negative and regular r then slerping with the longer one.
I'm back and ready to finish these things. I just realized that it was extremely easy to implement glm_quat_slerp_longest. But I'm also ready to implement the other two.
https://developer.apple.com/documentation/accelerate/working_with_quaternions
We already have
glm_quat_rotatev()
( which is similar tosimd_act()
I guess ),glm_quat_rotate()
,glm_quat_rotate_at()
... butglm_quat_spline()
glm_quat_bezier()
glm_quat_slerp_longest()
would be nice to have.
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