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
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; } }
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);
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