1e13,1e23]).Normalized,
      point = (x,y,z)=>!(1e0 + x*1e1 + y*1e2 + z*1e3);
      
  // Transformations in PGA are represented by versors, which
  // are compositions (geometric product) of reflections (vectors).
  
  // Both rotations and translations can be generated by exponentiating
  // the element they leave invariant. (the line you rotate around)
  var motor = (line,angle_or_distance)=>Math.E**(angle_or_distance/2 * line);
  
  // As in 2D finding transforms between elements only requires the squa