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```nim
type
Quat* {. borrow: `.`.} = distinct Vec4f
proc newQuat*(r, i, j, k: float32): Quat {.inline.} = Quat([r, i, j, k])
proc newQuat*(scal: float32, vec: Vec3f): Quat {.inline.} = Quat…
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I wanted to multiply two quaternions, however qalc seem to produce this kind of output:
```
> (1+2i+3j+4k)
error: Trailing characters "j" (not a valid variable/function/unit) in number "3j" wer…
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![image](https://github.com/user-attachments/assets/90a247da-2f14-423f-b490-f34930ce3090)
For example, when I create in this way, there are always errors. Can I create without using quaternions? This…
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Just a feature request - have you thought about including quaternions? The library looks good, this is something that stands out as potentially missing for someone used to glm.
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What fun this has been so far.
Just to let you know the changes.
Made mul conform to first second as there is a MulFirst (not tested yet) which does non Math order.
Commented out large parts of…
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# Defining Object
- [ ] Define quaternion: 4-length vector, all real numbers (floats)
# Operations on Quaternions
- [ ] Adding & subtracting
- [ ] Scalar multiplication
- [ ] Hamilton product (…
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Hello Robin,
Would you be interested in adding some quaternions splines in **onion**? The slerp allows quaternions interpolation, but it interpolates along a "straight spherical line". Here is an…
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It seems like it could be useful
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A pull request has been done so that the quaternion form can be returned. Could you please accept the pull request? Thanks.
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Hello I'm trying to connect my game engine in WebGL to cannon.js, but I have a trouble to convert your quaternions to euler angles. (I'm using euler angles, I never had the problem until I faced quate…