#include "util.h" AxisAngle AxisAngleIdentity() { return (AxisAngle){Vector3Zero(), 0.0}; } float signum(float n) { if (n > 0.0) return 1.0; else if (n < 0.0) return -1.0; else return 0.0; } float closestAngle(float a1, float a2) { float a = fmodf(a1, PI); float b = fmodf(a2, PI); float dir = b - a; if (fabsf(dir) > (PI/2)) dir = -(signum(dir) * PI) + dir; return dir; }