else if(field == "axis")
{
Dali::Vector3 axis;
- float angle;
+ Radian angle;
value.Get<Dali::Quaternion>().ToAxisAngle(axis, angle);
ret = PropertyValueWrapper::WrapDaliProperty( isolate , Dali::Property::Value( axis ) );
}
else if(field == "angle")
{
Dali::Vector3 axis;
- float angle;
+ Radian angle;
value.Get<Dali::Quaternion>().ToAxisAngle(axis, angle);
ret = PropertyValueWrapper::WrapDaliProperty( isolate , Dali::Property::Value( angle ) );
}
{
Dali::Vector4 v4 = value.Get<Dali::Quaternion>().EulerAngles();
v4.z = asFloat;
- value = Dali::Quaternion(v4.x, v4.y, v4.z);
+ value = Dali::Quaternion( Radian(Degree(v4.x)), Radian(Degree(v4.y)), Radian(Degree(v4.z)) );
}
else if(field == "pitch")
{
Dali::Vector4 v4 = value.Get<Dali::Quaternion>().EulerAngles();
v4.x = asFloat;
- value = Dali::Quaternion(v4.x, v4.y, v4.z);
+ value = Dali::Quaternion( Radian(Degree(v4.x)), Radian(Degree(v4.y)), Radian(Degree(v4.z)) );
}
else if(field == "yaw")
{
Dali::Vector4 v4 = value.Get<Dali::Quaternion>().EulerAngles();
v4.y = asFloat;
- value = Dali::Quaternion(v4.x, v4.y, v4.z);
+ value = Dali::Quaternion( Radian(Degree(v4.x)), Radian(Degree(v4.y)), Radian(Degree(v4.z)) );
}
else if(field == "axis")
{
Dali::Vector3 axis;
- float angle;
+ Radian angle;
value.Get<Dali::Quaternion>().ToAxisAngle(axis, angle);
if( v8Value->IsObject() )
else if(field == "angle")
{
Dali::Vector3 axis;
- float angle;
- value.Get<Dali::Quaternion>().ToAxisAngle(axis, angle);
- value = Dali::Quaternion(asFloat, axis);
+ Radian angle;
+ value.Get<Dali::Quaternion>().ToAxisAngle( axis, angle );
+ value = Dali::Quaternion( Degree( asFloat ), axis );
}
else
{
}
else if(array.GetType() == Dali::Property::VECTOR3)
{
- // v3 treated as euler
+ // v3 treated as euler in degrees
Dali::Vector3 v = array.Get<Dali::Vector3>();
- daliPropertyValue = Dali::Quaternion(v[0], v[1], v[2]);
+ daliPropertyValue = Dali::Quaternion( Radian(Degree(v[0])), Radian(Degree(v[1])), Radian(Degree(v[2])) );
}
break;
}
bool foundAllArguments(false);
V8Utils::ReadFloatArguments( foundAllArguments, v, 4, args, 0.f );
- int len = args.Length();
+ int length = args.Length();
// if length = 4 create AngleAxis, else create Quaternion
- if(len > 3)
+ if( length > 3 )
{
- Dali::AngleAxis axis( Dali::Degree(v[0] ), Dali::Vector3(v[1], v[2], v[3]) );
- object = WrapDaliProperty( isolate , Dali::Property::Value( axis ) );
+ const Dali::AngleAxis axis( Degree( v[0] ), Vector3(v[1], v[2], v[3]) );
+ object = WrapDaliProperty( isolate, Dali::Property::Value( axis ) );
}
- else if(len > 2)
+ else if( length > 2 )
{
- Dali::Quaternion quaternion( v[0], v[1], v[2] );
- object = WrapDaliProperty( isolate , Dali::Property::Value( quaternion ) );
+ object = WrapDaliProperty( isolate, Dali::Quaternion( Degree(v[0]), Degree(v[1]), Degree(v[2]) ) );
}
else
{
- Dali::Quaternion quaternion( Dali::Quaternion(0.f, Dali::Vector4::YAXIS));
- object = WrapDaliProperty( isolate , Dali::Property::Value( quaternion ) );
+ const Dali::Quaternion quaternion( Dali::Quaternion( Dali::ANGLE_0, Dali::Vector3::YAXIS));
+ object = WrapDaliProperty( isolate, quaternion );
}
args.GetReturnValue().Set( object );