for( unsigned int x = y%2; x < mNumColumns; x=x+2)
{
idx = y*mNumColumns + x;
- mBoxes[idx].SetRotation( Radian(angle), Vector3::XAXIS );
+ mBoxes[idx].SetOrientation( Radian(angle), Vector3::XAXIS );
}
for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2)
{
idx = y*mNumColumns + x;
- mBoxes[idx].SetRotation( Radian(-angle), Vector3::YAXIS );
+ mBoxes[idx].SetOrientation( Radian(-angle), Vector3::YAXIS );
}
}
}
{
if ( mFirstTransition && (!mIsToNextImage) ) // for the first transition and it is going to previous image
{
- mTiles[mContainerIndex][actorIndex].SetRotation( Radian( angle), axis );
+ mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle), axis );
}
else if( !mChangeTurningDirection ) // reset rotation, translation and color
{
- mTiles[mContainerIndex][actorIndex].MoveBy( resetTranslation );
- mTiles[mContainerIndex][actorIndex].SetRotation( Radian( angle), axis );
+ mTiles[mContainerIndex][actorIndex].TranslateBy( resetTranslation );
+ mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle), axis );
}
- mAnimation.RotateTo( mBoxes[actorIndex], Radian( -angle ), axis, AlphaFunctions::EaseInOutSine );
+ mAnimation.AnimateTo( Property( mBoxes[actorIndex], Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), axis ), AlphaFunction::EASE_IN_OUT_SINE );
Vector3 position(mBoxes[actorIndex].GetCurrentPosition());
- mAnimation.MoveTo(mBoxes[actorIndex], position*mDisplacementRatio+Vector3(0.f,0.f,mCubeDisplacement), AlphaFunctions::Bounce);
- mAnimation.ColorTo( mTiles[mContainerIndex^1][actorIndex], HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
- mAnimation.ColorTo( mTiles[mContainerIndex][actorIndex], FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
+ mAnimation.AnimateTo( Property( mBoxes[actorIndex], Actor::Property::POSITION ), position * mDisplacementRatio + Vector3( 0.f, 0.f, mCubeDisplacement ), AlphaFunction::BOUNCE );
+ mAnimation.AnimateTo( Property( mTiles[mContainerIndex^1][actorIndex], Actor::Property::COLOR ), HALF_BRIGHTNESS, AlphaFunction::EASE_OUT );
+ mAnimation.AnimateTo( Property( mTiles[mContainerIndex][actorIndex], Actor::Property::COLOR ), FULL_BRIGHTNESS, AlphaFunction::EASE_IN );
}
} // namespace Internal