Dali::Vector3 axis;
Radian angle;
value.Get<Dali::Quaternion>().ToAxisAngle( axis, angle );
- value = Dali::Quaternion( Radian( Degree( asFloat ) ), axis );
+ value = Dali::Quaternion( Degree( asFloat ), axis );
}
else
{
}
break;
}
+ case Dali::Property::RECTANGLE:
+ {
+ if( array.GetType() == Dali::Property::VECTOR4)
+ {
+ Vector4 vec4( array.Get<Vector4>());
+ daliPropertyValue = Property::Value(Rect<int>( vec4.x,vec4.y, vec4.z, vec4.w ));
+ }
+ break;
+ }
case Dali::Property::ROTATION:
{
if( array.GetType() == Dali::Property::VECTOR4)
if( length > 3 )
{
- Dali::AngleAxis axis( Degree( v[0] ), Vector3(v[1], v[2], v[3]) );
+ const Dali::AngleAxis axis( Degree( v[0] ), Vector3(v[1], v[2], v[3]) );
object = WrapDaliProperty( isolate, Dali::Property::Value( axis ) );
}
else if( length > 2 )
{
- object = WrapDaliProperty( isolate, Dali::Property::Value( Dali::Quaternion( Radian( Degree(v[0]) ), Radian( Degree(v[1]) ), Radian( Degree(v[2]) ) ) ) );
+ object = WrapDaliProperty( isolate, Dali::Quaternion( Degree(v[0]), Degree(v[1]), Degree(v[2]) ) );
}
else
{
- Dali::Quaternion quaternion( Dali::Quaternion( Dali::ANGLE_0, Dali::Vector3::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 );