Rotate the object in 3D using a unit quaternion, using absolute coordinates.
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.
The coordinates of the center point are given in absolute canvas coordinates. See also Efl.Gfx.Mapping.rotate_quat for a pivot-based 3D rotation.
Since 1.22
rotate_quat_absolute { params { @in qx: double; @in qy: double; @in qz: double; @in qw: double; @in cx: double; @in cy: double; @in cz: double; } }
void efl_gfx_mapping_rotate_quat_absolute(Eo *obj, double qx, double qy, double qz, double qw, double cx, double cy, double cz);