public static void ReverseSplineQuaternionTest(float3 source)
        {
            source = math.normalize(source);
            var upVector     = new float3(0f, 1f, 0f);
            var forward      = quaternion.LookRotation(source, upVector);
            var reverseCheck = quaternion.LookRotation(-source, upVector);
            var reverse      = SplineUtility.ReverseSplineQuaternion(forward);

            var p1 = math.normalize(new float3(1f, 1f, 1f));
            var p2 = math.normalize(new float3(-1f, -1f, -1f));

            Assert.True(Utilities.GeometryUtility.ApproximatelyEqual(
                            math.mul(reverseCheck, p1), math.mul(reverse, p1)));
            Assert.True(Utilities.GeometryUtility.ApproximatelyEqual(
                            math.mul(reverseCheck, p2), math.mul(reverse, p2)));
        }