cookbook: Added recipe for animated rotation of an actor
New recipe covering how to animate rotation of an actor (in all axes). Covers various factors affecting rotation animation (like orientation of axes, parent rotation/orientation), as well as trying to make rotations easier to visualise (e.g. describing how rotation direction is affected by those factors, how a rotation can be expected to look when animated). Uses implicit animations for code examples. Also refers to a full code example which uses ClutterState.
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@ -39,6 +39,15 @@ IMAGE_FILES = \
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VIDEO_FILES = \
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videos/animations-fading-out.ogv \
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videos/animations-fading-in-then-out.ogv \
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videos/animations-rotating-x-minus-45.ogv \
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videos/animations-rotating-y-45.ogv \
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videos/animations-rotating-z-90.ogv \
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videos/animations-rotating-x-minus-180-with-y-minus-96.ogv \
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videos/animations-rotating-x-minus-180-with-z-minus-96.ogv \
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videos/animations-rotating-x-centered.ogv \
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videos/animations-rotating-y-centered.ogv \
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videos/animations-rotating-z-centered.ogv \
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videos/animations-rotating-container-reverses-direction.ogv \
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$(NULL)
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EXTRA_DIST = \
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@ -1,7 +1,7 @@
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<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="animations">
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<chapter id="animations" xmlns:xi="http://www.w3.org/2003/XInclude">
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<title>Animations</title>
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<epigraph>
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@ -161,7 +161,7 @@ _alpha_ease_in_sextic (ClutterAlpha *alpha,
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function to it.</para>
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</section>
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<section>
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<section id="animations-introduction-api">
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<title>Clutter's animation API</title>
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<para>All of the animation approaches in Clutter use the same
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@ -505,4 +505,510 @@ clutter_state_set_state (transitions, "fade-in");
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</section>
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<section id="animations-rotating">
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<title>Rotating an actor</title>
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<section>
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<title>Problem</title>
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<para>You want to animate rotation of an actor. Some example cases
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where you might want to do this:</para>
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<itemizedlist>
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<listitem>
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<para>To rotate an image so it's the right way up for
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viewing.</para>
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</listitem>
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<listitem>
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<para>To make actors more or less prominent, rotating them
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towards or away from the view point.</para>
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</listitem>
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<listitem>
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<para>To turn an actor "around" and display different UI
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elements "behind" it.</para>
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</listitem>
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</itemizedlist>
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</section>
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<section>
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<title>Solution</title>
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<para>Animate one of the <varname>rotation-angle-(x|y|z)</varname>
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properties of the actor.</para>
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<para>The most "obvious" (and probably most commonly used) rotation is
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in the <emphasis>z axis</emphasis> (parallel
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to the 2D surface of the UI). The other rotation axes
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(<emphasis>x</emphasis> and <emphasis>y</emphasis>)
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are less obvious, as they rotate the actor in the depth dimension,
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"away from" or "towards" the view point.</para>
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<para>Examples of each type of rotation are given below. While the
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examples use <link linkend="animations-introduction-api">implicit
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animations</link>, it is also possible to use
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<type>ClutterAnimator</type> and <type>ClutterState</type> to animate
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rotations: see <link linkend="animations-rotating-example">the
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full example at the end of this recipe</link> for some
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<type>ClutterState</type> code.</para>
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<note>
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<para>I've added an inaccurate (but hopefully useful) metaphor to
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each rotation axis ("wheel", "letter box", "door"), to make it
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easier to remember the effect you get from animating in that axis
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(and when the rotation center is inside the actor).</para>
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</note>
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<para><emphasis>Rotating on the z axis</emphasis> ("wheel")</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_actor_animate (actor,
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CLUTTER_LINEAR, /* easing mode */
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1000, /* duration in milliseconds */
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"rotation-angle-z", 90.0, /* target rotation angle in degrees */
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NULL);
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]]>
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</programlisting>
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</informalexample>
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<para>The above code animating a texture:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-z-90.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating to 90 degrees on the
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z axis</para>
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</alt>
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</inlinemediaobject>
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<para>By default, the center of the rotation is derived from
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the anchor point of the actor; unless you've changed the anchor
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point, the default is the top-left corner of the actor. See the
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Discussion section below for more about setting the rotation center.</para>
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<note>
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<para>An animated rotation moves an actor <emphasis>to</emphasis>
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the specified rotation angle; it <emphasis>does not</emphasis>
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increment or decrement the actor's current rotation angle by
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the amount specified.</para>
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</note>
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<para><emphasis>Rotating on the <code>x</code> axis</emphasis>
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("letter box")</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_actor_animate (actor,
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CLUTTER_LINEAR,
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1000,
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"rotation-angle-x", -45.0,
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NULL);
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]]>
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</programlisting>
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</informalexample>
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<para>The above code animating a texture:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-x-minus-45.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating to -45 degrees on the
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x axis</para>
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</alt>
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</inlinemediaobject>
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<para>Notice how the texture rotates away from the view point,
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and also how perspective effects are applied (as the actor is rotating
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"into" the depth dimension).</para>
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<para><emphasis>Rotating on the <code>y</code> axis</emphasis>
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("door")</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_actor_animate (actor,
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CLUTTER_LINEAR,
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1000,
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"rotation-angle-y", 45.0,
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NULL);
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]]>
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</programlisting>
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</informalexample>
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<para>The above code animating a texture:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-y-45.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating to 45 degrees on the
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y axis</para>
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</alt>
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</inlinemediaobject>
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<para>Again, the rotation is into the depth dimension, so
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you get perspective effects.</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>It can sometimes be difficult to predict exactly
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how a particular rotation animation will appear when applied.
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Often the only way to find out is to experiment. However,
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the sections below outline some of the most common factors which
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affect animated rotations, with the aim of minimising the
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experimentation you need to do.</para>
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<section>
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<title>Setting the rotation center for an animation</title>
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<para>The examples in the previous section used the default
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center of rotation for each axis. However, it is possible to
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change the rotation center for an axis, in turn changing
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the appearance of the animation.</para>
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<note>
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<para>Rotation center coordinates are relative to the
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actor's coordinates, not to the coordinates of the actor's
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container or the stage.</para>
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</note>
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<section>
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<title>Setting a rotation center inside an actor</title>
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<para>You can set the center for rotation on the x or y axes
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like this:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/*
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* only required for y axis rotation;
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* here set to the mid point of the actor's y axis
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*/
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gfloat x_center = clutter_actor_get_height (actor) * 0.5;
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/*
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* only required for x axis rotation;
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* here set to the mid point of the actor's x axis
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*/
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gfloat y_center = clutter_actor_get_width (actor) * 0.5;
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/*
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* depth for the rotation center: positive numbers
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* are closer to the view point, negative ones
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* are further away
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*/
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gfloat z_center = 0.0;
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/* set rotation center */
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clutter_actor_set_rotation (actor,
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CLUTTER_X_AXIS, /* or CLUTTER_Y_AXIS */
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0.0, /* set the rotation to this angle */
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x_center,
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y_center,
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z_center);
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]]>
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</programlisting>
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</informalexample>
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<para>Because z axis rotations are more common, Clutter
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provides some convenience functions to set the rotation
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center for this axis:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_actor_set_z_rotation_from_gravity (actor,
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0.0,
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CLUTTER_GRAVITY_CENTER);
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]]>
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</programlisting>
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</informalexample>
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<para><constant>CLUTTER_GRAVITY_CENTER</constant> makes the
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center of the actor the rotation center for
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the z axis. See the <type>ClutterGravity</type> enumeration for
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acceptable values for this parameter.</para>
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<note>
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<para>Setting the rotation center for the z axis using gravity
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is recommended, as Clutter will automatically recompute the
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rotation center if the actor's size changes. For the x and y
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axes, you have to do this computation yourself if you
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want an actor's center of rotation to stay in the same place
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if it is resized.</para>
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</note>
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<para>Rotation on the x axis around an actor's center:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-x-centered.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating around its center
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on the x axis</para>
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</alt>
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</inlinemediaobject>
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<para>Rotation on the y axis around an actor's center:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-y-centered.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating around its center
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on the y axis</para>
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</alt>
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</inlinemediaobject>
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<para>Rotation on the z axis around an actor's center:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-z-centered.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating around its center
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on the z axis</para>
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</alt>
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</inlinemediaobject>
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</section>
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<section>
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<title>Setting the rotation center outside an actor</title>
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<para>Rather than rotating the actor around a point inside
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itself, the rotation center can be moved to a position
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outside the actor. (In the case of the z axis,
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any rotation center setting is outside the actor as its depth
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is 0.) When animated, the actor will describe an arc around the
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rotation center, as if it's swinging from an invisible thread.</para>
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<para>The same code as shown above can be used to set the
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rotation center: just set the rotation center coordinates to
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negative numbers (outside the actor). However, you can't use the
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gravity functions if the rotation center falls outside an actor.</para>
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<para>For example, here's a rotation to -180 degrees in the x
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axis, with the y rotation center set to -96 (the same as the height
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of the actor):</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-x-minus-180-with-y-minus-96.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating to -180 degrees on
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the x axis with y rotation center set to -96</para>
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</alt>
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</inlinemediaobject>
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<para>Similarly, moving the z rotation center (for a rotation
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in the x or y axis) will cause the actor to swing "into" or "out
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of" the UI. Its final apparent size may be different, as it could
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reach a different depth in the UI by the end of the
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animation.</para>
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<para>For example, here's a rotation to -180 in the x axis,
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with the z rotation center set to -96 (the same as the height
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of the actor):</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-x-minus-180-with-z-minus-96.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor rotating to -180 degrees on
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the x axis with z rotation center set to -96</para>
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</alt>
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</inlinemediaobject>
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<para>The apparent final size of the actor is reduced, as it
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has rotated away from the view point.</para>
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</section>
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</section>
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<section>
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<title>Direction of rotation</title>
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<para>The apparent direction of an animated rotation depends on
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two things:</para>
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<orderedlist>
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<listitem>
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<para>Whether the angle of rotation is positive or negative.</para>
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</listitem>
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<listitem>
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<para>The rotation of the container(s) the actor is inside.</para>
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</listitem>
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</orderedlist>
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<para>In the case of the sign of the rotation, here's what
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happens for each axis and rotation angle sign (positive or
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negative).</para>
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<informaltable>
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<thead>
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<tr>
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<th>Axis</th>
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<th>Sign of rotation angle</th>
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<th>Effect on actor</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>z</td>
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<td>+</td>
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<td>
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Clockwise spin about the <code>x,y</code> center of
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rotation.
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</td>
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</tr>
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<tr>
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<td>z</td>
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<td>-</td>
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<td>
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Anti-clockwise spin about the <code>x,y</code>
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center of rotation.
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</td>
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</tr>
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<tr>
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<td>x</td>
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<td>+</td>
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<td>
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The top swings away from the view point and the
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bottom swings towards it. If y rotation center == 0,
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the top is fixed; if y rotation center == the actor's
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height, the bottom is fixed.
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</td>
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</tr>
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<tr>
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<td>x</td>
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<td>-</td>
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<td>
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The bottom swings away from the view point and the
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top swings towards it. If y rotation center == 0,
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the top is fixed; if y rotation center == the actor's
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height, the bottom is fixed.
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</td>
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</tr>
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<tr>
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<td>y</td>
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<td>+</td>
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<td>
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The right-hand side swings away from the view point and
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the left-hand side swings towards it. When x rotation
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center == 0, the left-hand side if fixed; when x
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rotation center == the actor's width, the right-hand
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side is fixed.
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</td>
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</tr>
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<tr>
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<td>y</td>
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<td>-</td>
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<td>
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The right-hand side swings towards the view point and
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the left-hand side swings away from it. When x rotation
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center == 0, the left-hand side if fixed; when x
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rotation center == the actor's width, the right-hand
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side is fixed.
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</td>
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</tr>
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</tbody>
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</informaltable>
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<para>If an actor's container is rotated, this may affect the
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appearance of rotation animations applied to the actor. In
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particular, if an actor's container has been rotated
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by 180 degrees in one axis, the direction of that actor's
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rotation may appear reversed.</para>
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<para>For example, the video below shows an actor being animated
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to 90 degrees on the z axis, then back to 0 degrees;
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the actor's container is then rotated by 180 degrees in the y
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axis; then the same rotation 90 degree rotation is applied
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to the actor again. Note that the first time the animation
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is applied, the rotation is clockwise; but the second time (as
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the actor is effectively "reversed"), it is anti-clockwise.</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-rotating-container-reverses-direction.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing how an actor's apparent rotation is
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affected by the rotation of its parent</para>
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</alt>
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</inlinemediaobject>
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</section>
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<section>
|
||||
<title>Apparent vs. actual rotation</title>
|
||||
|
||||
<para>There is a difference between an actor's <emphasis>apparent</emphasis>
|
||||
rotation (how much an actor appears to be rotating, from the
|
||||
perspective of someone looking at the UI) and its
|
||||
<emphasis>actual</emphasis> rotation (how much that actor is
|
||||
really rotating).</para>
|
||||
|
||||
<para>For example, if you rotate an actor and its container
|
||||
simultaneously, each by 90 degrees in the same direction, the
|
||||
actor will appear to have rotated by 180 degrees by the end
|
||||
of the animation. However, calling the
|
||||
<function>clutter_actor_get_rotation()</function> function
|
||||
for that axis on the actor still returns a rotation of 90
|
||||
degrees.</para>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<title>Orientation of rotation axes</title>
|
||||
|
||||
<para>The rotation axes remain fixed in the same place on
|
||||
the actor regardless of its rotation, even though from the viewer's
|
||||
perspective they may appear to move.</para>
|
||||
|
||||
<para>For example, when rotation in the z axis is 0 degrees,
|
||||
the actor's x axis is horizontal (across the UI) from both the
|
||||
actor's and the viewer's perspective. However, if you rotate the
|
||||
actor by 90 degrees in the z axis, the x axis is now vertical from
|
||||
<emphasis>the viewer's</emphasis> perspective, but still horizontal
|
||||
across the actor from <emphasis>the actor's</emphasis>
|
||||
perspective.</para>
|
||||
</section>
|
||||
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<title>Full example</title>
|
||||
|
||||
<example id="animations-rotating-example">
|
||||
<title>Rotating an actor around x, y, and z axes using
|
||||
<type>ClutterState</type></title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/animations-rotating.c" parse="text">
|
||||
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
</section>
|
||||
|
||||
</section>
|
||||
|
||||
</chapter>
|
||||
|
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Loading…
Reference in New Issue
Block a user