Cogl.Quaternion.prototype.multiply
function multiply(left: Cogl.Quaternion, right: Cogl.Quaternion): void { // Gjs wrapper for cogl_quaternion_multiply() }
This combines the rotations of two quaternions into result. The operation is not commutative so the order is important because AxB != BxA. Cogl follows the standard convention for quaternions here so the rotations are applied right to left. This is similar to the combining of matrices.
<note>It is possible to multiply the @a quaternion in-place, so result can be equal to @a but can't be equal to @b.</note>
Since 2.0
- left
The second Cogl.Quaternion rotation to apply
- right
The first Cogl.Quaternion rotation to apply