/**
* @brief Constraint function to aim a camera at a target.
*
- * Constraint which sets camera's rotation given camera world position
+ * Constraint which sets camera's orientation given camera world position
* and a target world position. Uses target's up vector to orient the
* constrained actor along the vector between camera position and
* target position.
*
- * @param[in] current The current rotation property value
+ * @param[in] current The current orientation property value
* @param[in] targetPosition World position of target
* @param[in] cameraPosition World position of camera
- * @param[in] targetRotation World rotation of the target
+ * @param[in] targetOrientation World orientation of the target
* @return The orientation of the camera
*/
inline Quaternion LookAt( const Quaternion& current,
const PropertyInput& targetPosition,
const PropertyInput& cameraPosition,
- const PropertyInput& targetRotation )
+ const PropertyInput& targetOrientation )
{
Vector3 vForward = targetPosition.GetVector3() - cameraPosition.GetVector3();
vForward.Normalize();
- const Quaternion& targetRotationQ = targetRotation.GetQuaternion();
+ const Quaternion& targetOrientationQ = targetOrientation.GetQuaternion();
- Vector3 targetY(targetRotationQ.Rotate(Vector3::YAXIS));
+ Vector3 targetY(targetOrientationQ.Rotate(Vector3::YAXIS));
targetY.Normalize();
// Camera Right vector is perpendicular to forward & target up