gint x,
gint y)
{
- /* FIXME: FIXED VERSION */
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rzang = CLUTTER_FLOAT_TO_FIXED (angle);
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
- /* FIXME: FIXED API Version */
-
self->priv->rxang = CLUTTER_FLOAT_TO_FIXED(angle);
self->priv->rxy = y;
self->priv->rxz = z;
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
- /* FIXME: FIXED API VERSION */
-
self->priv->ryang = CLUTTER_FLOAT_TO_FIXED(angle);
self->priv->ryx = x;
clutter_actor_queue_redraw (self);
}
+/**
+ * clutter_actor_rotate_zx:
+ * @self: A #ClutterActor
+ * @angle: Angle of rotation
+ * @x: X co-ord to rotate actor around ( relative to actor position )
+ * @y: Y co-ord to rotate actor around ( relative to actor position )
+ *
+ * Rotates actor around the Z axis.
+ */
+void
+clutter_actor_rotate_zx (ClutterActor *self,
+ ClutterFixed angle,
+ gint x,
+ gint y)
+{
+ g_return_if_fail (CLUTTER_IS_ACTOR (self));
+
+ self->priv->rzang = angle;
+ self->priv->rzx = x;
+ self->priv->rzy = y;
+
+ if (CLUTTER_ACTOR_IS_VISIBLE (self))
+ clutter_actor_queue_redraw (self);
+}
+
+/**
+ * clutter_actor_rotate_xx:
+ * @self: A #ClutterActor
+ * @angle: Angle of rotation
+ * @y: Y co-ord to rotate actor around ( relative to actor position )
+ * @z: Z co-ord to rotate actor around ( relative to actor position )
+ *
+ * Rotates actor around the X axis.
+ */
+void
+clutter_actor_rotate_xx (ClutterActor *self,
+ ClutterFixed angle,
+ gint y,
+ gint z)
+{
+ g_return_if_fail (CLUTTER_IS_ACTOR (self));
+
+ self->priv->rxang = angle;
+ self->priv->rxy = y;
+ self->priv->rxz = z;
+
+ if (CLUTTER_ACTOR_IS_VISIBLE (self))
+ clutter_actor_queue_redraw (self);
+}
+
+/**
+ * clutter_actor_rotate_yx:
+ * @self: A #ClutterActor
+ * @angle: Angle of rotation
+ * @x: X co-ord to rotate actor around ( relative to actor position )
+ * @z: Z co-ord to rotate actor around ( relative to actor position )
+ *
+ * Rotates actor around the X axis.
+ */
+void
+clutter_actor_rotate_yx (ClutterActor *self,
+ ClutterFixed angle,
+ gint x,
+ gint z)
+{
+ g_return_if_fail (CLUTTER_IS_ACTOR (self));
+
+ self->priv->ryang = angle;
+ self->priv->ryx = x;
+ self->priv->ryz = z;
+
+ if (CLUTTER_ACTOR_IS_VISIBLE (self))
+ clutter_actor_queue_redraw (self);
+}
+
+/**
+ * clutter_actor_get_rxangx:
+ * @self: A #ClutterActor
+ *
+ * Gets the angle of rotation around x axis in degrees.
+ */
+ClutterFixed
+clutter_actor_get_rxangx (ClutterActor *self)
+{
+ g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
+ return self->priv->rxang;
+}
+
+/**
+ * clutter_actor_get_ryangx:
+ * @self: A #ClutterActor
+ *
+ * Gets the angle of rotation around y axis in degrees.
+ */
+ClutterFixed
+clutter_actor_get_ryangx (ClutterActor *self)
+{
+ g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
+ return self->priv->ryang;
+}
+
+/**
+ * clutter_actor_get_rzangx:
+ * @self: A #ClutterActor
+ *
+ * Gets the angle of rotation around x axis in degrees.
+ */
+ClutterFixed
+clutter_actor_get_rzangx (ClutterActor *self)
+{
+ g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
+ return self->priv->rzang;
+}
/**
* clutter_actor_set_clip: