Efl.Gfx.Mapping.rotate_quat

Description

Rotate the object in 3D using a unit quaternion.

This is similar to Efl.Gfx.Mapping.rotate_3d but uses a unit quaternion (also known as versor) rather than a direct angle-based rotation around a center point. Use this to avoid gimbal locks.

As with Efl.Gfx.Mapping.rotate, you provide a pivot and center point to rotate around (in 3D). The Z coordinate of this center point is an absolute value, and not a relative one like X and Y, as objects are flat in a 2D space.

Since 1.22

Signature

rotate_quat {
    params {
        @in qx: double;
        @in qy: double;
        @in qz: double;
        @in qw: double;
        @in pivot: const(Efl.Gfx.Entity);
        @in cx: double;
        @in cy: double;
        @in cz: double;
    }
}

C signature

void efl_gfx_mapping_rotate_quat(Eo *obj, double qx, double qy, double qz, double qw, const Efl_Gfx_Entity *pivot, double cx, double cy, double cz);

Parameters

  • qx (in) - The x component of the imaginary part of the quaternion.
  • qy (in) - The y component of the imaginary part of the quaternion.
  • qz (in) - The z component of the imaginary part of the quaternion.
  • qw (in) - The w component of the real part of the quaternion.
  • pivot (in) - A pivot object for the center point, can be null.
  • cx (in) - X relative coordinate of the center point.
  • cy (in) - y relative coordinate of the center point.
  • cz (in) - Z absolute coordinate of the center point.

Implemented by