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convert quaterinon to xyzw order (part 1)
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@@ -327,9 +327,7 @@ glm_vec_angle(vec3 v1, vec3 v2) {
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CGLM_INLINE
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void
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glm_quatv(versor q,
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float angle,
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vec3 v);
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glm_quatv(versor q, float angle, vec3 axis);
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/*!
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* @brief rotate vec3 around axis by angle using Rodrigues' rotation formula
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