{ }
/**
- * @brief Override functor for float properties
+ * @brief Overrides functor for float properties.
*
* @SINCE_1_0.0
- * @param[in, out] current The current property value, the constrained value is set
+ * @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
void operator()( float& current, const PropertyInputContainer& inputs )
}
/**
- * @brief Override functor for Vector2 properties
+ * @brief Overrides functor for Vector2 properties.
*
* @SINCE_1_0.0
- * @param[in, out] current The current property value, the constrained value is set
+ * @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
void operator()( Vector2& current, const PropertyInputContainer& inputs )
}
/**
- * @brief Override functor for Vector3 properties
+ * @brief Overrides functor for Vector3 properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
}
/**
- * @brief Override functor for Vector4 properties
+ * @brief Overrides functor for Vector4 properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
}
/**
- * @brief Override functor for Quaternion properties
+ * @brief Overrides functor for Quaternion properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
}
/**
- * @brief Override functor for Matrix3 properties
+ * @brief Overrides functor for Matrix3 properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value
}
/**
- * @brief Override functor for Matrix properties
+ * @brief Overrides functor for Matrix properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
* multiplied by scale parameter (for Vector3 properties).
*
* @e current = <em>input[0]</em> * @e scale. @e current, <em>input[0]</em>, and @e scale
- * indicate the target property, the first constraint source, and the scale parameter, respectively.
+ * indicates the target property, the first constraint source, and the scale parameter, respectively.
* * implies element-wise multiplication.
* @SINCE_1_0.0
*/
/**
* @brief Functor.
* @SINCE_1_0.0
- * @param[in,out] current The current property value (vector3 property * scale factor).
+ * @param[in,out] current The current property value (vector3 property * scale factor)
* @param[in] inputs Property container for current property calculation
*/
void operator()( Vector3& current, const PropertyInputContainer& inputs )
* multiplied by scale parameter (for float properties).
*
* @e current = <em>input[0]</em> * @e scale. @e current, <em>input[0]</em>, and @e scale
- * indicate the target property, the first constraint source, and the scale parameter, respectively.
+ * indicates the target property, the first constraint source, and the scale parameter, respectively.
* @SINCE_1_0.0
*/
struct RelativeToConstraintFloat
/**
* @brief Functor.
* @SINCE_1_0.0
- * @param[in,out] current The current property value (float property * scale factor).
+ * @param[in,out] current The current property value (float property * scale factor)
* @param[in] inputs Property container for current property calculation
*/
void operator()( float& current, const PropertyInputContainer& inputs )
* @brief Constraint function to aim a camera at a target.
*
* Constraint which sets camera's orientation given camera world position
- * and a target world position. Uses target's up vector to orient the
+ * and a target world position. Uses target's up vector to orient the
* constrained actor along the vector between camera position and
* target position.
*
* @SINCE_1_0.0
- * @param[in,out] current The current orientation property value, the constrained value is set.
+ * @param[in,out] current The current orientation property value, the constrained value is set
* @param[in] inputs Contains the world position of the target, the world position of the camera, and the world orientation of the target
*/
inline void LookAt( Dali::Quaternion& current, const Dali::PropertyInputContainer& inputs )