func (n *SceneNode) Roll(radians float32, t TransformSpace) {
	C.scenenode_roll(n.cptr, C.coiReal(radians), C.transform_space(t))
}
func (quat *Quaternion) FromValues(w, x, y, z float32) Quaternion {
	var result Quaternion
	result.cptr = C.quaternion_from_values(C.coiReal(w), C.coiReal(x), C.coiReal(y), C.coiReal(z))
	return result
}
func (n *SceneNode) YawDeg(angle float32, t TransformSpace) {
	C.scenenode_yaw_degree(n.cptr, C.coiReal(angle), C.transform_space(t))
}