// Move the actors and try again
Vector3 relativePosition( 5, 5, 5 );
- parent.MoveBy( relativePosition );
+ parent.TranslateBy( relativePosition );
application.SendNotification();
application.Render(0);
Actor parent = Actor::New();
Radian rotationAngle( Degree(90.0f) );
Quaternion rotation( rotationAngle, Vector3::YAXIS );
- parent.SetRotation( rotation );
+ parent.SetOrientation( rotation );
Stage::GetCurrent().Add( parent );
Actor child = Actor::New();
- child.SetRotation( rotation );
+ child.SetOrientation( rotation );
parent.Add( child );
Actor trackingActor = Actor::New();
Stage::GetCurrent().Add( trackingActor );
// The actors should not have a world rotation yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
Quaternion previousRotation( rotationAngle * 2.0f, Vector3::YAXIS );
- DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), previousRotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), previousRotation, 0.001, TEST_LOCATION );
// Build constraint, to make actor track the world-rotation of another actor
// Note that the world-rotation is always from the previous frame, so the tracking actor will lag behind
- Constraint constraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
- Source( child, Actor::Property::WORLD_ROTATION ),
+ Constraint constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
+ Source( child, Actor::Property::WORLD_ORIENTATION ),
EqualToQuaternion() );
trackingActor.ApplyConstraint( constraint );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), previousRotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), previousRotation, 0.001, TEST_LOCATION );
// Rotate the actors and try again
parent.RotateBy( rotation );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation * rotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation * rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
// The tracking actor lags behind
- DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), previousRotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), previousRotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
previousRotation = Quaternion( rotationAngle * 3.0f, Vector3::YAXIS );
- DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), previousRotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), previousRotation, 0.001, TEST_LOCATION );
// Allow the tracking actor to catch up
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation * rotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation * rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
// The tracking actor catches up!
- DALI_TEST_EQUALS( trackingActor.GetCurrentRotation(), previousRotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), previousRotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( trackingActor.GetCurrentOrientation(), previousRotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), previousRotation, 0.001, TEST_LOCATION );
END_TEST;
}
//
Quaternion q1 = Quaternion( Math::PI_2, Vector3::XAXIS );
Quaternion q2 = Quaternion( Math::PI_4, Vector3::YAXIS );
- actor1.SetRotation( q1 );
- actor2.SetRotation( q2 );
+ actor1.SetOrientation( q1 );
+ actor2.SetOrientation( q2 );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor1.GetCurrentRotation(), q1, 0.01, TEST_LOCATION );
- DALI_TEST_EQUALS( actor2.GetCurrentRotation(), q2, 0.01, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor1.GetCurrentOrientation(), q1, 0.01, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetCurrentOrientation(), q2, 0.01, TEST_LOCATION );
- Constraint constraint4 = Constraint::New<Quaternion>( Actor::Property::ROTATION,
- Source( actor1, Actor::Property::ROTATION ),
+ Constraint constraint4 = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
+ Source( actor1, Actor::Property::ORIENTATION ),
EqualToConstraint() );
constraint4.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint( constraint4 );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor2.GetCurrentRotation(), q1, 0.01, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetCurrentOrientation(), q1, 0.01, TEST_LOCATION );
//
// Check Matrix3 variant