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<html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>4. Rotating an actor</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets V1.78.1"><link rel="home" href="index.html" title="The Clutter Cookbook"><link rel="up" href="animations.html" title="Chapter 5. Animations"><link rel="prev" href="animations-fading.html" title="3. Fading an actor out of or into view"><link rel="next" href="animations-complex.html" title="5. Creating complex animations with ClutterAnimator"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">4. Rotating an actor</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="animations-fading.html">Prev</a> </td><th width="60%" align="center">Chapter 5. Animations</th><td width="20%" align="right"> <a accesskey="n" href="animations-complex.html">Next</a></td></tr></table><hr></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="animations-rotating"></a>4. Rotating an actor</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43796100"></a>4.1. Problem</h3></div></div></div><p>You want to animate rotation of an actor. Some example cases
      where you might want to do this:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>To rotate an image so it's the right way up for
          viewing.</p></li><li class="listitem"><p>To make actors more or less prominent, rotating them
          towards or away from the view point.</p></li><li class="listitem"><p>To turn an actor "around" and display different UI
          elements "behind" it.</p></li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43798644"></a>4.2. Solution</h3></div></div></div><p>Animate one of the <code class="varname">rotation-angle-(x|y|z)</code>
      properties of the actor.</p><p>The most "obvious" (and probably most commonly used) rotation is
      in the <span class="emphasis"><em>z axis</em></span> (parallel
      to the 2D surface of the UI). The other rotation axes
      (<span class="emphasis"><em>x</em></span> and <span class="emphasis"><em>y</em></span>)
      are less obvious, as they rotate the actor in the depth dimension,
      "away from" or "towards" the view point.</p><p>Examples of each type of rotation are given below. While the
      examples use <a class="link" href="animations.html#animations-introduction-api" title="1.3. Clutter's animation API">implicit
      animations</a>, it is also possible to use
      <span class="type">ClutterAnimator</span> and <span class="type">ClutterState</span> to animate
      rotations: see <a class="link" href="animations-rotating.html#animations-rotating-example" title="Example 5.1. Rotating an actor around x, y, and z axes using ClutterState">the
      full example at the end of this recipe</a> for some
      <span class="type">ClutterState</span> code.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>I've added an inaccurate (but hopefully useful) metaphor to
        each rotation axis ("wheel", "letter box", "door"), to make it
        easier to remember the effect you get from animating in that axis
        (and when the rotation center is inside the actor).</p></div><p><span class="emphasis"><em>Rotating on the z axis</em></span> ("wheel")</p><div class="informalexample"><pre class="programlisting">clutter_actor_animate (actor,
                   CLUTTER_LINEAR,            /* easing mode */
                   1000,                      /* duration in milliseconds */
                   "rotation-angle-z", 90.0,  /* target rotation angle in degrees */
                   NULL);</pre></div><p>The above code animating a texture:</p><p><video controls="controls" src="videos/animations-rotating-z-90.ogv"><a href="videos/animations-rotating-z-90.ogv"></a></video></p><p>By default, the center of the rotation is derived from
      the anchor point of the actor; unless you've changed the anchor
      point, the default is the top-left corner of the actor. See the
      Discussion section below for more about setting the rotation center.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>An animated rotation moves an actor <span class="emphasis"><em>to</em></span>
        the specified rotation angle; it <span class="emphasis"><em>does not</em></span>
        increment or decrement the actor's current rotation angle by
        the amount specified.</p></div><p><span class="emphasis"><em>Rotating on the <code class="code">x</code> axis</em></span>
      ("letter box")</p><div class="informalexample"><pre class="programlisting">clutter_actor_animate (actor,
                   CLUTTER_LINEAR,
                   1000,
                   "rotation-angle-x", -45.0,
                   NULL);</pre></div><p>The above code animating a texture:</p><p><video controls="controls" src="videos/animations-rotating-x-minus-45.ogv"><a href="videos/animations-rotating-x-minus-45.ogv"></a></video></p><p>Notice how the texture rotates away from the view point,
      and also how perspective effects are applied (as the actor is rotating
      "into" the depth dimension).</p><p><span class="emphasis"><em>Rotating on the <code class="code">y</code> axis</em></span>
      ("door")</p><div class="informalexample"><pre class="programlisting">clutter_actor_animate (actor,
                   CLUTTER_LINEAR,
                   1000,
                   "rotation-angle-y", 45.0,
                   NULL);</pre></div><p>The above code animating a texture:</p><p><video controls="controls" src="videos/animations-rotating-y-45.ogv"><a href="videos/animations-rotating-y-45.ogv"></a></video></p><p>Again, the rotation is into the depth dimension, so
      you get perspective effects.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43813420"></a>4.3. Discussion</h3></div></div></div><p>It can sometimes be difficult to predict exactly
      how a particular rotation animation will appear when applied.
      Often the only way to find out is to experiment. However,
      the sections below outline some of the most common factors which
      affect animated rotations, with the aim of minimising the
      experimentation you need to do.</p><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp43814356"></a>4.3.1. Setting the rotation center for an animation</h4></div></div></div><p>The examples in the previous section used the default
        center of rotation for each axis. However, it is possible to
        change the rotation center for an axis, in turn changing
        the appearance of the animation.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>Rotation center coordinates are relative to the
          actor's coordinates, not to the coordinates of the actor's
          container or the stage.</p></div><div class="section"><div class="titlepage"><div><div><h5 class="title"><a name="idp43815804"></a>4.3.1.1. Setting a rotation center inside an actor</h5></div></div></div><p>You can set the center for rotation on the x or y axes
          like this:</p><div class="informalexample"><pre class="programlisting">/*
* only required for y axis rotation;
* here set to the mid point of the actor's y axis
*/
gfloat x_center = clutter_actor_get_height (actor) * 0.5;

/*
* only required for x axis rotation;
* here set to the mid point of the actor's x axis
*/
gfloat y_center = clutter_actor_get_width (actor) * 0.5;

/*
* depth for the rotation center: positive numbers
* are closer to the view point, negative ones
* are further away
*/
gfloat z_center = 0.0;

/* set rotation center */
clutter_actor_set_rotation (actor,
                          CLUTTER_X_AXIS,  /* or CLUTTER_Y_AXIS */
                          0.0,             /* set the rotation to this angle */
                          x_center,
                          y_center,
                          z_center);</pre></div><p>Because z axis rotations are more common, Clutter
          provides some convenience functions to set the rotation
          center for this axis:</p><div class="informalexample"><pre class="programlisting">clutter_actor_set_z_rotation_from_gravity (actor,
                                         0.0,
                                         CLUTTER_GRAVITY_CENTER);</pre></div><p><code class="constant">CLUTTER_GRAVITY_CENTER</code> makes the
          center of the actor the rotation center for
          the z axis. See the <span class="type">ClutterGravity</span> enumeration for
          acceptable values for this parameter.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>Setting the rotation center for the z axis using gravity
            is recommended, as Clutter will automatically recompute the
            rotation center if the actor's size changes. For the x and y
            axes, you have to do this computation yourself if you
            want an actor's center of rotation to stay in the same place
            if it is resized.</p></div><p>Rotation on the x axis around an actor's center:</p><p><video controls="controls" src="videos/animations-rotating-x-centered.ogv"><a href="videos/animations-rotating-x-centered.ogv"></a></video></p><p>Rotation on the y axis around an actor's center:</p><p><video controls="controls" src="videos/animations-rotating-y-centered.ogv"><a href="videos/animations-rotating-y-centered.ogv"></a></video></p><p>Rotation on the z axis around an actor's center:</p><p><video controls="controls" src="videos/animations-rotating-z-centered.ogv"><a href="videos/animations-rotating-z-centered.ogv"></a></video></p></div><div class="section"><div class="titlepage"><div><div><h5 class="title"><a name="idp43825300"></a>4.3.1.2. Setting the rotation center outside an actor</h5></div></div></div><p>Rather than rotating the actor around a point inside
          itself, the rotation center can be moved to a position
          outside the actor. (In the case of the z axis,
          any rotation center setting is outside the actor as its depth
          is 0.) When animated, the actor will describe an arc around the
          rotation center, as if it's swinging from an invisible thread.</p><p>The same code as shown above can be used to set the
          rotation center: just set the rotation center coordinates to
          negative numbers (outside the actor). However, you can't use the
          gravity functions if the rotation center falls outside an actor.</p><p>For example, here's a rotation to -180 degrees in the x
          axis, with the y rotation center set to -96 (the same as the height
          of the actor):</p><p><video controls="controls" src="videos/animations-rotating-x-minus-180-with-y-minus-96.ogv"><a href="videos/animations-rotating-x-minus-180-with-y-minus-96.ogv"></a></video></p><p>Similarly, moving the z rotation center (for a rotation
          in the x or y axis) will cause the actor to swing "into" or "out
          of" the UI. Its final apparent size may be different, as it could
          reach a different depth in the UI by the end of the
          animation.</p><p>For example, here's a rotation to -180 in the x axis,
          with the z rotation center set to -96 (the same as the height
          of the actor):</p><p><video controls="controls" src="videos/animations-rotating-x-minus-180-with-z-minus-96.ogv"><a href="videos/animations-rotating-x-minus-180-with-z-minus-96.ogv"></a></video></p><p>The apparent final size of the actor is reduced, as it
          has rotated away from the view point.</p></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="animations-rotating-discussion-direction"></a>4.3.2. Direction of rotation</h4></div></div></div><p>The apparent direction of an animated rotation depends on
        two things:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Whether the angle of rotation is positive or negative.</p></li><li class="listitem"><p>The rotation of the container(s) the actor is inside.</p></li></ol></div><p>In the case of the sign of the rotation, here's what
        happens for each axis and rotation angle sign (positive or
        negative).</p><div class="informaltable"><table><thead><tr>
              <th>Axis</th>
              <th>Sign of rotation angle</th>
              <th>Effect on actor</th>
            </tr></thead><tbody><tr>
              <td>z</td>
              <td>+</td>
              <td>
                Clockwise spin about the <code class="code">x,y</code> center of
                rotation.
              </td>
            </tr><tr>
              <td>z</td>
              <td>-</td>
              <td>
                Anti-clockwise spin about the <code class="code">x,y</code>
                center of rotation.
              </td>
            </tr><tr>
              <td>x</td>
              <td>+</td>
              <td>
                The top swings away from the view point and the
                bottom swings towards it. If y rotation center == 0,
                the top is fixed; if y rotation center == the actor's
                height, the bottom is fixed.
              </td>
            </tr><tr>
              <td>x</td>
              <td>-</td>
              <td>
                The bottom swings away from the view point and the
                top swings towards it. If y rotation center == 0,
                the top is fixed; if y rotation center == the actor's
                height, the bottom is fixed.
              </td>
            </tr><tr>
              <td>y</td>
              <td>+</td>
              <td>
                The right-hand side swings away from the view point and
                the left-hand side swings towards it. When x rotation
                center == 0, the left-hand side if fixed; when x
                rotation center == the actor's width, the right-hand
                side is fixed.
              </td>
            </tr><tr>
              <td>y</td>
              <td>-</td>
              <td>
                The right-hand side swings towards the view point and
                the left-hand side swings away from it. When x rotation
                center == 0, the left-hand side if fixed; when x
                rotation center == the actor's width, the right-hand
                side is fixed.
              </td>
            </tr></tbody></table></div><p>If an actor's container is rotated, this may affect the
        appearance of rotation animations applied to the actor. In
        particular, if an actor's container has been rotated
        by 180 degrees in one axis, the direction of that actor's
        rotation may appear reversed.</p><p>For example, the video below shows an actor being animated
        to 90 degrees on the z axis, then back to 0 degrees;
        the actor's container is then rotated by 180 degrees in the y
        axis; then the same rotation 90 degree rotation is applied
        to the actor again. Note that the first time the animation
        is applied, the rotation is clockwise; but the second time (as
        the actor is effectively "reversed"), it is anti-clockwise.</p><p><video controls="controls" src="videos/animations-rotating-container-reverses-direction.ogv"><a href="videos/animations-rotating-container-reverses-direction.ogv"></a></video></p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp43845476"></a>4.3.3. Apparent vs. actual rotation</h4></div></div></div><p>There is a difference between an actor's <span class="emphasis"><em>apparent</em></span>
        rotation (how much an actor appears to be rotating, from the
        perspective of someone looking at the UI) and its
        <span class="emphasis"><em>actual</em></span> rotation (how much that actor is
        really rotating).</p><p>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
        <code class="function">clutter_actor_get_rotation()</code> function
        for that axis on the actor still returns a rotation of 90
        degrees.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp43847716"></a>4.3.4. Orientation of rotation axes</h4></div></div></div><p>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.</p><p>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
        <span class="emphasis"><em>the viewer's</em></span> perspective, but still horizontal
        across the actor from <span class="emphasis"><em>the actor's</em></span>
        perspective.</p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43849652"></a>4.4. Full example</h3></div></div></div><div class="example"><a name="animations-rotating-example"></a><p class="title"><b>Example 5.1. Rotating an actor around x, y, and z axes using
        <span class="type">ClutterState</span></b></p><div class="example-contents"><pre class="programlisting">#include &lt;clutter/clutter.h&gt;

#define ROTATION_ANGLE 75.0
#define DURATION       2000

static void
_set_next_state (ClutterState *transitions,
                 gpointer      user_data)
{
  const gchar *current = clutter_state_get_state (transitions);
  gchar *next_state = "start";

  if (g_strcmp0 (current, "start") == 0)
    next_state = "x-cw";
  else if (g_strcmp0 (current, "x-cw") == 0)
    next_state = "x-ccw";
  else if (g_strcmp0 (current, "x-ccw") == 0)
    next_state = "x-after";
  else if (g_strcmp0 (current, "x-after") == 0)
    next_state = "y-cw";
  else if (g_strcmp0 (current, "y-cw") == 0)
    next_state = "y-ccw";
  else if (g_strcmp0 (current, "y-ccw") == 0)
    next_state = "y-after";
  else if (g_strcmp0 (current, "y-after") == 0)
    next_state = "z-cw";
  else if (g_strcmp0 (current, "z-cw") == 0)
    next_state = "z-ccw";

  clutter_state_set_state (transitions, next_state);
}

int
main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterActor *texture;
  ClutterState *transitions;
  GError *error = NULL;
  gfloat texture_width, texture_height;

  if (clutter_init (&amp;argc, &amp;argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  stage = clutter_stage_new ();
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  texture = clutter_texture_new ();
  clutter_actor_add_constraint (texture,
                                clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (texture,
                                clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
  clutter_texture_set_sync_size (CLUTTER_TEXTURE (texture), TRUE);
  clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                                 TESTS_DATA_DIR "/redhand.png",
                                 &amp;error);

  if (error != NULL)
    {
      g_error ("Problem loading image into texture - %s", error-&gt;message);
      g_error_free (error);
      return 1;
    }

  clutter_actor_get_size (texture, &amp;texture_width, &amp;texture_height);
  clutter_actor_set_size (stage, texture_width * 2, texture_height * 2);

  /* set all centres of rotation to the centre of the texture */
  clutter_actor_set_rotation (texture,
                              CLUTTER_X_AXIS,
                              0.0,
                              texture_width * 0.5,
                              texture_height * 0.5,
                              0.0);
  clutter_actor_set_rotation (texture,
                              CLUTTER_Y_AXIS,
                              0.0,
                              texture_width * 0.5,
                              texture_height * 0.5,
                              0.0);
  clutter_actor_set_z_rotation_from_gravity (texture, 0.0, CLUTTER_GRAVITY_CENTER);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);

  /* set up the animations */
  transitions = clutter_state_new ();

  clutter_state_set (transitions, NULL, "start",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
                     texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
                     texture, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
                     NULL);
  clutter_state_set (transitions, NULL, "x-cw",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "x-ccw",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, -ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "x-after",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
                     NULL);
  clutter_state_set (transitions, NULL, "y-cw",
                     texture, "rotation-angle-y", CLUTTER_LINEAR, ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "y-ccw",
                     texture, "rotation-angle-y", CLUTTER_LINEAR, -ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "y-after",
                     texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
                     NULL);
  clutter_state_set (transitions, NULL, "z-cw",
                     texture, "rotation-angle-z", CLUTTER_LINEAR, ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "z-ccw",
                     texture, "rotation-angle-z", CLUTTER_LINEAR, -ROTATION_ANGLE,
                     NULL);
  clutter_state_set_duration (transitions, NULL, NULL, DURATION);
  clutter_state_set_duration (transitions, "start", NULL, DURATION * 0.5);
  clutter_state_set_duration (transitions, NULL, "start", DURATION * 0.5);
  clutter_state_set_duration (transitions, NULL, "x-after", DURATION * 0.5);
  clutter_state_set_duration (transitions, NULL, "y-after", DURATION * 0.5);

  clutter_state_warp_to_state (transitions, "start");

  g_signal_connect (transitions,
                    "completed",
                    G_CALLBACK (_set_next_state),
                    NULL);

  clutter_state_set_state (transitions, "x-cw");

  clutter_actor_show (stage);

  clutter_main ();

  return 0;
}
</pre></div></div><br class="example-break"></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="animations-fading.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="animations.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="animations-complex.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">3. Fading an actor out of or into view </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 5. Creating complex animations with
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