Actor's Transformation API Cleanup 24/36424/7
authorYoonsang Lee <ysang114.lee@samsung.com>
Fri, 6 Mar 2015 08:50:05 +0000 (17:50 +0900)
committerAdeel Kazmi <adeel.kazmi@samsung.com>
Tue, 17 Mar 2015 11:11:48 +0000 (04:11 -0700)
Actor::MoveBy                     -> Actor::TranslateBy
Actor::ColorBy                    -> <removed>
Actor::OpacityBy                  -> <removed>
Actor::SetRotation                -> Actor::SetOrientation
Actor::GetCurrentRotation         -> Actor::GetCurrentOrientation
Actor::GetCurrentWorldRotation    -> Actor::GetCurrentWorldOrientation
Actor::SetInheritRotation         -> Actor::SetInheritOrientation
Actor::IsRotationInherited        -> Actor::IsOrientationInherited
Actor::Property::ROTATION         -> Actor::Property::ORIENTATION
Actor::Property::WORLD_ROTATION   -> Actor::Property::WORLD_ORIENTATION
Actor::Property::INHERIT_ROTATION -> Actor::Property::INHERIT_ORIENTATION

Change-Id: I51152b3f7f5ab0ff602c973f4faf0422e65eb7bd

31 files changed:
automated-tests/src/dali-internal/utc-Dali-Internal-Image-Culling.cpp
automated-tests/src/dali-internal/utc-Dali-Internal-Text-Culling.cpp
automated-tests/src/dali/utc-Dali-Actor.cpp
automated-tests/src/dali/utc-Dali-Animation.cpp
automated-tests/src/dali/utc-Dali-CameraActor.cpp
automated-tests/src/dali/utc-Dali-Constraint.cpp
automated-tests/src/dali/utc-Dali-Handle.cpp
automated-tests/src/dali/utc-Dali-LongPressGestureDetector.cpp
automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp
automated-tests/src/dali/utc-Dali-PinchGestureDetector.cpp
automated-tests/src/dali/utc-Dali-Scripting.cpp
automated-tests/src/dali/utc-Dali-TapGestureDetector.cpp
dali/internal/event/actors/actor-impl.cpp
dali/internal/event/actors/actor-impl.h
dali/internal/event/actors/camera-actor-impl.cpp
dali/internal/event/animation/animation-impl.cpp
dali/internal/event/common/stage-impl.cpp
dali/internal/update/dynamics/scene-graph-dynamics-body.cpp
dali/internal/update/manager/update-algorithms.cpp
dali/internal/update/manager/update-manager-debug.cpp
dali/internal/update/node-attachments/scene-graph-camera-attachment.cpp
dali/internal/update/nodes/node.cpp
dali/internal/update/nodes/node.h
dali/public-api/actors/actor.cpp
dali/public-api/actors/actor.h
dali/public-api/actors/camera-actor.h
dali/public-api/animation/constraint-functions.h
dali/public-api/animation/constraints.h
dali/public-api/dynamics/dynamics-world.h
dali/public-api/object/property-value.cpp
dali/public-api/object/property-value.h

index f506cf2..e911d39 100644 (file)
@@ -174,7 +174,7 @@ void RepositionActorWithAngle(TestApplication& application, Actor actor, float x
 
   drawTrace.Reset();
   actor.SetPosition( x, y, 0.0f);
-  actor.SetRotation( Degree(angle), Vector3::ZAXIS );
+  actor.SetOrientation( Degree(angle), Vector3::ZAXIS );
   application.SendNotification();
   application.Render(16);
   if( inside )
index 3077397..67ddad5 100644 (file)
@@ -142,7 +142,7 @@ void RepositionActorWithAngle(TestApplication& application, Actor actor, float x
 
   drawTrace.Reset();
   actor.SetPosition( x, y, 0.0f);
-  actor.SetRotation( Degree(angle), Vector3::ZAXIS );
+  actor.SetOrientation( Degree(angle), Vector3::ZAXIS );
   application.SendNotification();
   application.Render(16);
   if( inside )
index 0a46942..ba07bb9 100644 (file)
@@ -913,7 +913,7 @@ int UtcDaliActorSetPosition01(void)
   application.Render();
   DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentPosition(), TEST_LOCATION );
 
-  actor.MoveBy( Vector3( 0.1f, 0.1f, 0.1f ) );
+  actor.TranslateBy( Vector3( 0.1f, 0.1f, 0.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1031,7 +1031,7 @@ int UtcDaliActorSetZ(void)
   END_TEST;
 }
 
-int UtcDaliActorMoveBy(void)
+int UtcDaliActorTranslateBy(void)
 {
   TestApplication application;
 
@@ -1048,7 +1048,7 @@ int UtcDaliActorMoveBy(void)
 
   DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
 
-  actor.MoveBy(vector);
+  actor.TranslateBy(vector);
 
   // flush the queue and render once
   application.SendNotification();
@@ -1381,25 +1381,25 @@ int UtcDaliActorSizeMode(void)
   END_TEST;
 }
 
-// SetRotation(float angleRadians, Vector3 axis)
-int UtcDaliActorSetRotation01(void)
+// SetOrientation(float angleRadians, Vector3 axis)
+int UtcDaliActorSetOrientation01(void)
 {
   TestApplication application;
 
   Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f));
   Actor actor = Actor::New();
 
-  actor.SetRotation(rotation);
+  actor.SetOrientation(rotation);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliActorSetRotation02(void)
+int UtcDaliActorSetOrientation02(void)
 {
   TestApplication application;
 
@@ -1408,29 +1408,29 @@ int UtcDaliActorSetRotation02(void)
   float angle = 0.785f;
   Vector3 axis(1.0f, 1.0f, 0.0f);
 
-  actor.SetRotation(Radian( angle ), axis);
+  actor.SetOrientation(Radian( angle ), axis);
   Quaternion rotation( angle, axis );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Add( actor );
   actor.RotateBy( Degree( 360 ), axis);
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
-  actor.SetRotation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
+  actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
   Quaternion result( 0, Vector3( 1.0f, 0.0f, 0.0f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( result, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
-  actor.SetRotation(Radian( angle ), axis);
+  actor.SetOrientation(Radian( angle ), axis);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1448,7 +1448,7 @@ int UtcDaliActorRotateBy01(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(M_PI*0.25f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(M_PI*0.25f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Add( actor );
 
@@ -1456,7 +1456,7 @@ int UtcDaliActorRotateBy01(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1474,31 +1474,31 @@ int UtcDaliActorRotateBy02(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   actor.RotateBy(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliActorGetCurrentRotation(void)
+int UtcDaliActorGetCurrentOrientation(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
 
   Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f));
-  actor.SetRotation(rotation);
+  actor.SetOrientation(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliActorGetCurrentWorldRotation(void)
+int UtcDaliActorGetCurrentWorldOrientation(void)
 {
   tet_infoline("Testing Actor::GetCurrentWorldRotation");
   TestApplication application;
@@ -1506,36 +1506,36 @@ int UtcDaliActorGetCurrentWorldRotation(void)
   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 );
 
   // 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( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
 
   // turn off child rotation inheritance
-  child.SetInheritRotation( false );
-  DALI_TEST_EQUALS( child.IsRotationInherited(), false, TEST_LOCATION );
+  child.SetInheritOrientation( false );
+  DALI_TEST_EQUALS( child.IsOrientationInherited(), false, TEST_LOCATION );
   application.SendNotification();
   application.Render(0);
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), rotation, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1777,7 +1777,7 @@ int UtcDaliActorSetOpacity(void)
   DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.4f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.OpacityBy( 0.1f );
+  actor.SetOpacity( actor.GetCurrentOpacity() + 0.1f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1795,7 +1795,7 @@ int UtcDaliActorSetOpacity(void)
   DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.9f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.OpacityBy( -0.9f );
+  actor.SetOpacity( actor.GetCurrentOpacity() - 0.9f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1855,7 +1855,7 @@ int UtcDaliActorSetColor(void)
   application.Render();
   DALI_TEST_CHECK(color == actor.GetCurrentColor());
 
-  actor.ColorBy( Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
+  actor.SetColor( actor.GetCurrentColor() + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1868,7 +1868,7 @@ int UtcDaliActorSetColor(void)
   application.Render();
   DALI_TEST_EQUALS( color, actor.GetCurrentColor(),  TEST_LOCATION );
 
-  actor.ColorBy( Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
+  actor.SetColor( actor.GetCurrentColor() + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2922,7 +2922,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
   parent.SetPosition( parentPosition );
-  parent.SetRotation( parentRotation );
+  parent.SetOrientation( parentRotation );
   parent.SetScale( parentScale );
   Stage::GetCurrent().Add( parent );
 
@@ -2933,7 +2933,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Quaternion childRotation( childRotationAngle, Vector3::YAXIS );
   Vector3 childScale( 2.0f, 2.0f, 2.0f );
   child.SetPosition( childPosition );
-  child.SetRotation( childRotation );
+  child.SetOrientation( childRotation );
   child.SetScale( childScale );
   parent.Add( child );
 
@@ -2976,7 +2976,7 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
   parent.SetPosition( parentPosition );
-  parent.SetRotation( parentRotation );
+  parent.SetOrientation( parentRotation );
   parent.SetScale( parentScale );
   Stage::GetCurrent().Add( parent );
 
@@ -3134,8 +3134,8 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "world-position-x",         Actor::Property::WORLD_POSITION_X,         Property::FLOAT       },
   { "world-position-y",         Actor::Property::WORLD_POSITION_Y,         Property::FLOAT       },
   { "world-position-z",         Actor::Property::WORLD_POSITION_Z,         Property::FLOAT       },
-  { "rotation",                 Actor::Property::ROTATION,                 Property::ROTATION    },
-  { "world-rotation",           Actor::Property::WORLD_ROTATION,           Property::ROTATION    },
+  { "orientation",              Actor::Property::ORIENTATION,              Property::ROTATION    },
+  { "world-orientation",        Actor::Property::WORLD_ORIENTATION,        Property::ROTATION    },
   { "scale",                    Actor::Property::SCALE,                    Property::VECTOR3     },
   { "scale-x",                  Actor::Property::SCALE_X,                  Property::FLOAT       },
   { "scale-y",                  Actor::Property::SCALE_Y,                  Property::FLOAT       },
@@ -3152,7 +3152,7 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "name",                     Actor::Property::NAME,                     Property::STRING      },
   { "sensitive",                Actor::Property::SENSITIVE,                Property::BOOLEAN     },
   { "leave-required",           Actor::Property::LEAVE_REQUIRED,           Property::BOOLEAN     },
-  { "inherit-rotation",         Actor::Property::INHERIT_ROTATION,         Property::BOOLEAN     },
+  { "inherit-orientation",      Actor::Property::INHERIT_ORIENTATION,      Property::BOOLEAN     },
   { "inherit-scale",            Actor::Property::INHERIT_SCALE,            Property::BOOLEAN     },
   { "color-mode",               Actor::Property::COLOR_MODE,               Property::STRING      },
   { "position-inheritance",     Actor::Property::POSITION_INHERITANCE,     Property::STRING      },
index a4917db..e313153 100644 (file)
@@ -5431,16 +5431,16 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
 
   // Start the animation
   animation.Play();
@@ -5455,7 +5455,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5463,7 +5463,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5471,7 +5471,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5479,7 +5479,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5488,9 +5488,9 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5498,7 +5498,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), targetRotation );
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
 
   // Start the animation
   animation.Play();
@@ -5513,7 +5513,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5521,7 +5521,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5529,7 +5529,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5537,7 +5537,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5546,16 +5546,16 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -5570,7 +5570,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5578,7 +5578,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5586,7 +5586,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5594,7 +5594,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5603,9 +5603,9 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5613,7 +5613,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -5629,7 +5629,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5638,7 +5638,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5647,7 +5647,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5655,7 +5655,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5664,9 +5664,9 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5674,7 +5674,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -5690,7 +5690,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5699,7 +5699,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5708,7 +5708,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5716,7 +5716,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6837,7 +6837,7 @@ int UtcDaliAnimationAnimateBetweenActorVisible(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
@@ -6882,7 +6882,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubic(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
@@ -6928,13 +6928,13 @@ int UtcDaliAnimationAnimateBetweenActorRotation01(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6943,7 +6943,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01(void)
   KeyFrames keyFrames = KeyFrames::New();
   keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -6960,7 +6960,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01(void)
 
   Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
 
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -6971,13 +6971,13 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   application.SendNotification();
   application.Render(0);
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6988,7 +6988,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
   keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -7002,27 +7002,27 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7036,13 +7036,13 @@ int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7052,7 +7052,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
   keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
   //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7069,7 +7069,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
 
   Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
 
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -7080,13 +7080,13 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
+  actor.SetOrientation(aa.angle, aa.axis);
   application.SendNotification();
   application.Render(0);
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7098,7 +7098,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
   keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
 
   //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7112,27 +7112,27 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7430,9 +7430,9 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7454,7 +7454,7 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7462,7 +7462,7 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7470,7 +7470,7 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7478,7 +7478,7 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7487,9 +7487,9 @@ int UtcDaliAnimationRotateByRadianVector3(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7511,7 +7511,7 @@ int UtcDaliAnimationRotateByRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7519,7 +7519,7 @@ int UtcDaliAnimationRotateByRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7527,7 +7527,7 @@ int UtcDaliAnimationRotateByRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7535,7 +7535,7 @@ int UtcDaliAnimationRotateByRadianVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7544,9 +7544,9 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7568,7 +7568,7 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7576,7 +7576,7 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7584,7 +7584,7 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7592,7 +7592,7 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7601,9 +7601,9 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7625,7 +7625,7 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7633,7 +7633,7 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7641,7 +7641,7 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7649,7 +7649,7 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7658,9 +7658,9 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7684,7 +7684,7 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7693,7 +7693,7 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7702,7 +7702,7 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7710,7 +7710,7 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7720,9 +7720,9 @@ int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7746,7 +7746,7 @@ int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7755,7 +7755,7 @@ int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7764,7 +7764,7 @@ int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7772,7 +7772,7 @@ int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7781,9 +7781,9 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7805,7 +7805,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7813,7 +7813,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7821,7 +7821,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7829,7 +7829,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7838,9 +7838,9 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7862,7 +7862,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7870,7 +7870,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7878,7 +7878,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7886,7 +7886,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7895,9 +7895,9 @@ int UtcDaliAnimationRotateToQuaternion(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7920,7 +7920,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7928,7 +7928,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7936,7 +7936,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7944,7 +7944,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7953,9 +7953,9 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7977,7 +7977,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7985,7 +7985,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7993,7 +7993,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8001,7 +8001,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8010,9 +8010,9 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8034,7 +8034,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8042,7 +8042,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8050,7 +8050,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8058,7 +8058,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8067,9 +8067,9 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8092,7 +8092,7 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8100,7 +8100,7 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8108,7 +8108,7 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8116,7 +8116,7 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8125,9 +8125,9 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8151,7 +8151,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8160,7 +8160,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8169,7 +8169,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8177,7 +8177,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8186,9 +8186,9 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8212,7 +8212,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8221,7 +8221,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8230,7 +8230,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8238,7 +8238,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8247,9 +8247,9 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8274,7 +8274,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8283,7 +8283,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8292,7 +8292,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8300,7 +8300,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8657,121 +8657,6 @@ int UtcDaliAnimationShowHideAtEnd(void)
   END_TEST;
 }
 
-int UtcDaliAnimationOpacityBy(void)
-{
-  TestApplication application;
-  Actor actor = Actor::New();
-  float startingOpacity(0.5f);
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float relativeOpacity(-0.5f); // target of zero
-  animation.OpacityBy(actor, relativeOpacity);
-
-  float seventyFivePercentProgress((1.0f - 0.75f) * startingOpacity);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The opacity should reduce less, than with a linear alpha function
-  float current(actor.GetCurrentOpacity());
-  DALI_TEST_CHECK( current < 1.0f );
-  DALI_TEST_CHECK( current > seventyFivePercentProgress );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliAnimationOpacityTo(void)
 {
   TestApplication application;
@@ -8876,126 +8761,6 @@ int UtcDaliAnimationOpacityTo(void)
   END_TEST;
 }
 
-int UtcDaliAnimationColorBy(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::BLACK, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::GREEN);
-  Vector4 relativeColor(Color::GREEN); // Note the alpha is automatically clamped <= 1.0f in world color
-  animation.ColorBy(actor, relativeColor);
-
-  Vector4 tenPercentProgress(Vector4(0.0f, 0.1f, 0.0f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(0.0f, 0.2f, 0.0f, 1.0f));
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), tenPercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ColorBy(actor, relativeColor, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentWorldColor());
-  DALI_TEST_CHECK( current.x == 0.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.y < tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z == 0.0f ); // doesn't change
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
-
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ColorBy(actor, relativeColor, AlphaFunctions::Linear, 0, animatorDuration);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), twentyPercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliAnimationColorTo(void)
 {
   TestApplication application;
@@ -9808,35 +9573,35 @@ int UtcDaliAnimationPath(void)
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
index 1a87e87..6d5cdc7 100644 (file)
@@ -819,10 +819,10 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void)
   target.SetPosition(targetPosition);
 
   Constraint cameraOrientationConstraint =
-    Constraint::New<Quaternion> ( Actor::Property::ROTATION,
+    Constraint::New<Quaternion> ( Actor::Property::ORIENTATION,
                                   Source( target, Actor::Property::WORLD_POSITION ),
                                   Source( freeLookCameraActor,  Actor::Property::WORLD_POSITION ),
-                                  Source( target, Actor::Property::WORLD_ROTATION ),
+                                  Source( target, Actor::Property::WORLD_ORIENTATION ),
                                   &LookAt );
   freeLookCameraActor.ApplyConstraint( cameraOrientationConstraint );
 
@@ -881,10 +881,10 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
   target.SetPosition(targetPosition);
 
   Constraint cameraOrientationConstraint =
-    Constraint::New<Quaternion> ( Actor::Property::ROTATION,
+    Constraint::New<Quaternion> ( Actor::Property::ORIENTATION,
                                   Source( target, Actor::Property::WORLD_POSITION ),
                                   Source( freeLookCameraActor,  Actor::Property::WORLD_POSITION ),
-                                  Source( target, Actor::Property::WORLD_ROTATION ),
+                                  Source( target, Actor::Property::WORLD_ORIENTATION ),
                                   &LookAt );
   freeLookCameraActor.ApplyConstraint( cameraOrientationConstraint );
 
@@ -949,7 +949,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews03(void)
 
   Quaternion cameraOrientation( Radian(Degree(180.f)), Vector3::YAXIS );
   freeLookCameraActor.SetPosition(cameraOffset);
-  freeLookCameraActor.SetRotation(cameraOrientation);
+  freeLookCameraActor.SetOrientation(cameraOrientation);
 
   Actor cameraAnchor = Actor::New();
   cameraAnchor.Add(freeLookCameraActor);
@@ -960,7 +960,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews03(void)
     Quaternion rotation(Radian(Degree(angle)), Vector3::YAXIS);
 
     freeLookCameraActor.SetPosition( rotation.Rotate( cameraOffset ) );
-    cameraAnchor.SetRotation( rotation );
+    cameraAnchor.SetOrientation( rotation );
 
     application.SendNotification();
     application.Render();
index bf86b03..2f7ae2a 100644 (file)
@@ -2981,7 +2981,7 @@ int UtcDaliConstraintInputWorldPosition(void)
 
   // Move the actors and try again
   Vector3 relativePosition( 5, 5, 5 );
-  parent.MoveBy( relativePosition );
+  parent.TranslateBy( relativePosition );
 
   application.SendNotification();
   application.Render(0);
@@ -3017,36 +3017,36 @@ int UtcDaliConstraintInputWorldRotation(void)
   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 );
@@ -3054,7 +3054,7 @@ int UtcDaliConstraintInputWorldRotation(void)
   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 );
@@ -3062,27 +3062,27 @@ int UtcDaliConstraintInputWorldRotation(void)
   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;
 }
 
@@ -3624,22 +3624,22 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   //
   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
index 6bf95e2..1ff33c1 100644 (file)
@@ -296,7 +296,7 @@ int UtcDaliHandleIsPropertyWritable(void)
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_X ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_Y ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ROTATION ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ORIENTATION ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_X ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_Y ) );
@@ -310,7 +310,7 @@ int UtcDaliHandleIsPropertyWritable(void)
 
   // World-properties are not writable:
   DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_ROTATION ) );
+  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_ORIENTATION ) );
   DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_SCALE ) );
   DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_COLOR ) );
   DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_X ) );
@@ -344,7 +344,7 @@ int UtcDaliHandleIsPropertyAnimatable(void)
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_X ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_Y ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ROTATION ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ORIENTATION ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_X ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_Y ) );
@@ -358,7 +358,7 @@ int UtcDaliHandleIsPropertyAnimatable(void)
 
   // World-properties can not be animated
   DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_ROTATION ) );
+  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_ORIENTATION ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_SCALE ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_COLOR ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_X ) );
@@ -391,7 +391,7 @@ int UtcDaliHandleIsPropertyAConstraintInput(void)
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_X ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_Y ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ROTATION ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ORIENTATION ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_X ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_Y ) );
@@ -403,7 +403,7 @@ int UtcDaliHandleIsPropertyAConstraintInput(void)
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_BLUE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_ALPHA ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_ROTATION ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_ORIENTATION ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_SCALE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_COLOR ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_X ) );
@@ -414,7 +414,7 @@ int UtcDaliHandleIsPropertyAConstraintInput(void)
   DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::NAME ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SENSITIVE ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::LEAVE_REQUIRED ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_ROTATION ) );
+  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_ORIENTATION ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_SCALE ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_MODE ) );
   DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_INHERITANCE ) );
@@ -437,7 +437,7 @@ int UtcDaliHandleGetPropertyType(void)
   DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::Property::ANCHOR_POINT ) );
   DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::Property::SIZE ) );
   DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::Property::POSITION ) );
-  DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::Property::ROTATION ) );
+  DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::Property::ORIENTATION ) );
   DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::Property::SCALE ) );
   DALI_TEST_CHECK( Property::BOOLEAN  == actor.GetPropertyType( Actor::Property::VISIBLE ) );
   DALI_TEST_CHECK( Property::VECTOR4  == actor.GetPropertyType( Actor::Property::COLOR ) );
index 12740f8..d9fdd27 100644 (file)
@@ -530,7 +530,7 @@ int UtcDaliLongPressGestureSignalReceptionRotatedActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -553,7 +553,7 @@ int UtcDaliLongPressGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS( Vector2(5.0f, 5.0f), data.receivedGesture.screenPoint, 0.1, TEST_LOCATION);
 
   // Rotate actor again and render
-  actor.SetRotation(Dali::Degree(180.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(180.0f), Vector3::ZAXIS);
   application.SendNotification();
   application.Render();
 
@@ -567,7 +567,7 @@ int UtcDaliLongPressGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS( Vector2(5.0f, 5.0f), data.receivedGesture.screenPoint, 0.1, TEST_LOCATION);
 
   // Rotate actor again and render
-  actor.SetRotation(Dali::Degree(90.0f), Vector3::YAXIS);
+  actor.SetOrientation(Dali::Degree(90.0f), Vector3::YAXIS);
   application.SendNotification();
   application.Render();
 
@@ -596,7 +596,7 @@ int UtcDaliLongPressGestureSignalReceptionChildHit(void)
   child.SetSize(100.0f, 100.0f);
   child.SetAnchorPoint(AnchorPoint::CENTER);
   child.SetParentOrigin(ParentOrigin::CENTER);
-  child.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
   TouchEventFunctor touchFunctor;
index 10b64f2..57d0651 100644 (file)
@@ -832,7 +832,7 @@ int UtcDaliPanGestureSignalReceptionRotatedActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -855,7 +855,7 @@ int UtcDaliPanGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS(Vector2(8.0f, -5.0f), data.receivedGesture.displacement, 0.01f, TEST_LOCATION); // Actor relative
 
   // Rotate actor again and render a couple of times
-  actor.SetRotation(Dali::Degree(180.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(180.0f), Vector3::ZAXIS);
   application.SendNotification();
   application.Render();
 
@@ -868,7 +868,7 @@ int UtcDaliPanGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS(Vector2(-5.0f, -8.0f), data.receivedGesture.displacement, 0.01f, TEST_LOCATION); // Actor relative
 
   // Rotate actor again and render a couple of times
-  actor.SetRotation(Dali::Degree(270.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(270.0f), Vector3::ZAXIS);
   application.SendNotification();
   application.Render();
 
@@ -898,7 +898,7 @@ int UtcDaliPanGestureSignalReceptionChildHit(void)
   child.SetSize(100.0f, 100.0f);
   child.SetAnchorPoint(AnchorPoint::CENTER);
   child.SetParentOrigin(ParentOrigin::CENTER);
-  child.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
   TouchEventFunctor touchFunctor;
index 3432e14..e9b3aaa 100644 (file)
@@ -547,7 +547,7 @@ int UtcDaliPinchGestureSignalReceptionRotatedActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify a couple of times
@@ -571,7 +571,7 @@ int UtcDaliPinchGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS(Vector2(10.0f, 10.0f), data.receivedGesture.screenCenterPoint, 0.01f, TEST_LOCATION);
 
   // Rotate actor again and render and notify
-  actor.SetRotation(Dali::Degree(180.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(180.0f), Vector3::ZAXIS);
   application.SendNotification();
   application.Render();
 
@@ -585,7 +585,7 @@ int UtcDaliPinchGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS(Vector2(10.0f, 10.0f), data.receivedGesture.screenCenterPoint, 0.01f, TEST_LOCATION);
 
   // Rotate actor again and render and notify
-  actor.SetRotation(Dali::Degree(270.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(270.0f), Vector3::ZAXIS);
   application.SendNotification();
   application.Render();
 
@@ -616,7 +616,7 @@ int UtcDaliPinchGestureSignalReceptionChildHit(void)
   child.SetSize(100.0f, 100.0f);
   child.SetAnchorPoint(AnchorPoint::CENTER);
   child.SetParentOrigin(ParentOrigin::CENTER);
-  child.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
   TouchEventFunctor touchFunctor;
index f223874..72749df 100644 (file)
@@ -629,7 +629,7 @@ int UtcDaliScriptingNewActorProperties(void)
   map[ "leave-required" ] = true;
   map[ "position-inheritance" ] = "DONT_INHERIT_POSITION";
   map[ "draw-mode" ] = "STENCIL";
-  map[ "inherit-rotation" ] = false;
+  map[ "inherit-orientation" ] = false;
   map[ "inherit-scale" ] = false;
 
   // Default properties
@@ -652,7 +652,7 @@ int UtcDaliScriptingNewActorProperties(void)
     DALI_TEST_EQUALS( handle.GetLeaveRequired(), true, TEST_LOCATION );
     DALI_TEST_EQUALS( handle.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
     DALI_TEST_EQUALS( handle.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.IsRotationInherited(), false, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.IsOrientationInherited(), false, TEST_LOCATION );
     DALI_TEST_EQUALS( handle.IsScaleInherited(), false, TEST_LOCATION );
 
     Stage::GetCurrent().Remove( handle );
@@ -788,7 +788,7 @@ int UtcDaliScriptingCreatePropertyMapActor(void)
     actor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
     actor.SetSensitive( false );
     actor.SetLeaveRequired( true );
-    actor.SetInheritRotation( false );
+    actor.SetInheritOrientation( false );
     actor.SetInheritScale( false );
     actor.SetSizeMode( USE_OWN_SIZE );
     actor.SetSizeModeFactor( Vector3::ONE );
@@ -822,8 +822,8 @@ int UtcDaliScriptingCreatePropertyMapActor(void)
     DALI_TEST_EQUALS( value.GetValue( "sensitive" ).Get< bool >(), false, TEST_LOCATION );
     DALI_TEST_CHECK( value.HasKey( "leave-required" ) );
     DALI_TEST_EQUALS( value.GetValue( "leave-required" ).Get< bool >(), true, TEST_LOCATION );
-    DALI_TEST_CHECK( value.HasKey( "inherit-rotation" ) );
-    DALI_TEST_EQUALS( value.GetValue( "inherit-rotation" ).Get< bool >(), false, TEST_LOCATION );
+    DALI_TEST_CHECK( value.HasKey( "inherit-orientation" ) );
+    DALI_TEST_EQUALS( value.GetValue( "inherit-orientation" ).Get< bool >(), false, TEST_LOCATION );
     DALI_TEST_CHECK( value.HasKey( "inherit-scale" ) );
     DALI_TEST_EQUALS( value.GetValue( "inherit-scale" ).Get< bool >(), false, TEST_LOCATION );
     DALI_TEST_CHECK( value.HasKey( "size-mode-factor" ) );
index ded75a2..73f1668 100644 (file)
@@ -542,7 +542,7 @@ int UtcDaliTapGestureSignalReceptionRotatedActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -565,7 +565,7 @@ int UtcDaliTapGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS( Vector2(5.0f, 5.0f), data.receivedGesture.screenPoint, 0.1, TEST_LOCATION);
 
   // Rotate actor again and render
-  actor.SetRotation(Dali::Degree(180.0f), Vector3::ZAXIS);
+  actor.SetOrientation(Dali::Degree(180.0f), Vector3::ZAXIS);
   application.SendNotification();
   application.Render();
 
@@ -579,7 +579,7 @@ int UtcDaliTapGestureSignalReceptionRotatedActor(void)
   DALI_TEST_EQUALS( Vector2(5.0f, 5.0f), data.receivedGesture.screenPoint, 0.1, TEST_LOCATION);
 
   // Rotate actor again and render
-  actor.SetRotation(Dali::Degree(90.0f), Vector3::YAXIS);
+  actor.SetOrientation(Dali::Degree(90.0f), Vector3::YAXIS);
   application.SendNotification();
   application.Render();
 
@@ -607,7 +607,7 @@ int UtcDaliTapGestureSignalReceptionChildHit(void)
   child.SetSize(100.0f, 100.0f);
   child.SetAnchorPoint(AnchorPoint::CENTER);
   child.SetParentOrigin(ParentOrigin::CENTER);
-  child.SetRotation(Dali::Degree(90.0f), Vector3::ZAXIS);
+  child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
   TouchEventFunctor touchFunctor;
index 7eee88a..5daf60f 100644 (file)
@@ -122,8 +122,8 @@ DALI_PROPERTY( "world-position",       VECTOR3,  false,   false,   true,   Dali:
 DALI_PROPERTY( "world-position-x",     FLOAT,    false,   false,   true,   Dali::Actor::Property::WORLD_POSITION_X     )
 DALI_PROPERTY( "world-position-y",     FLOAT,    false,   false,   true,   Dali::Actor::Property::WORLD_POSITION_Y     )
 DALI_PROPERTY( "world-position-z",     FLOAT,    false,   false,   true,   Dali::Actor::Property::WORLD_POSITION_Z     )
-DALI_PROPERTY( "rotation",             ROTATION, true,    true,    true,   Dali::Actor::Property::ROTATION             )
-DALI_PROPERTY( "world-rotation",       ROTATION, false,   false,   true,   Dali::Actor::Property::WORLD_ROTATION       )
+DALI_PROPERTY( "orientation",          ROTATION, true,    true,    true,   Dali::Actor::Property::ORIENTATION          )
+DALI_PROPERTY( "world-orientation",    ROTATION, false,   false,   true,   Dali::Actor::Property::WORLD_ORIENTATION    )
 DALI_PROPERTY( "scale",                VECTOR3,  true,    true,    true,   Dali::Actor::Property::SCALE                )
 DALI_PROPERTY( "scale-x",              FLOAT,    true,    true,    true,   Dali::Actor::Property::SCALE_X              )
 DALI_PROPERTY( "scale-y",              FLOAT,    true,    true,    true,   Dali::Actor::Property::SCALE_Y              )
@@ -140,7 +140,7 @@ DALI_PROPERTY( "world-matrix",         MATRIX,   false,   false,   true,   Dali:
 DALI_PROPERTY( "name",                 STRING,   true,    false,   false,  Dali::Actor::Property::NAME                 )
 DALI_PROPERTY( "sensitive",            BOOLEAN,  true,    false,   false,  Dali::Actor::Property::SENSITIVE            )
 DALI_PROPERTY( "leave-required",       BOOLEAN,  true,    false,   false,  Dali::Actor::Property::LEAVE_REQUIRED       )
-DALI_PROPERTY( "inherit-rotation",     BOOLEAN,  true,    false,   false,  Dali::Actor::Property::INHERIT_ROTATION     )
+DALI_PROPERTY( "inherit-orientation",  BOOLEAN,  true,    false,   false,  Dali::Actor::Property::INHERIT_ORIENTATION  )
 DALI_PROPERTY( "inherit-scale",        BOOLEAN,  true,    false,   false,  Dali::Actor::Property::INHERIT_SCALE        )
 DALI_PROPERTY( "color-mode",           STRING,   true,    false,   false,  Dali::Actor::Property::COLOR_MODE           )
 DALI_PROPERTY( "position-inheritance", STRING,   true,    false,   false,  Dali::Actor::Property::POSITION_INHERITANCE )
@@ -615,7 +615,7 @@ void Actor::SetZ(float z)
   }
 }
 
-void Actor::MoveBy(const Vector3& distance)
+void Actor::TranslateBy(const Vector3& distance)
 {
   if( NULL != mNode )
   {
@@ -663,22 +663,22 @@ PositionInheritanceMode Actor::GetPositionInheritanceMode() const
   return mPositionInheritanceMode;
 }
 
-void Actor::SetRotation(const Radian& angle, const Vector3& axis)
+void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
 {
   Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
   normalizedAxis.Normalize();
 
-  Quaternion rotation(Quaternion::FromAxisAngle(normalizedAxis, angle));
+  Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
 
-  SetRotation(rotation);
+  SetOrientation(orientation);
 }
 
-void Actor::SetRotation(const Quaternion& rotation)
+void Actor::SetOrientation(const Quaternion& orientation)
 {
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<Quaternion>::Send( mStage->GetUpdateManager(), mNode, &mNode->mRotation, &AnimatableProperty<Quaternion>::Bake, rotation );
+    SceneGraph::NodePropertyMessage<Quaternion>::Send( mStage->GetUpdateManager(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::Bake, orientation );
   }
 }
 
@@ -687,7 +687,7 @@ void Actor::RotateBy(const Radian& angle, const Vector3& axis)
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<Quaternion>::Send( mStage->GetUpdateManager(), mNode, &mNode->mRotation, &AnimatableProperty<Quaternion>::BakeRelative, Quaternion(angle, axis) );
+    SceneGraph::NodePropertyMessage<Quaternion>::Send( mStage->GetUpdateManager(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::BakeRelative, Quaternion(angle, axis) );
   }
 }
 
@@ -696,27 +696,27 @@ void Actor::RotateBy(const Quaternion& relativeRotation)
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<Quaternion>::Send( mStage->GetUpdateManager(), mNode, &mNode->mRotation, &AnimatableProperty<Quaternion>::BakeRelative, relativeRotation );
+    SceneGraph::NodePropertyMessage<Quaternion>::Send( mStage->GetUpdateManager(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::BakeRelative, relativeRotation );
   }
 }
 
-const Quaternion& Actor::GetCurrentRotation() const
+const Quaternion& Actor::GetCurrentOrientation() const
 {
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetRotation(mStage->GetEventBufferIndex());
+    return mNode->GetOrientation(mStage->GetEventBufferIndex());
   }
 
   return Quaternion::IDENTITY;
 }
 
-const Quaternion& Actor::GetCurrentWorldRotation() const
+const Quaternion& Actor::GetCurrentWorldOrientation() const
 {
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetWorldRotation( mStage->GetEventBufferIndex() );
+    return mNode->GetWorldOrientation( mStage->GetEventBufferIndex() );
   }
 
   return Quaternion::IDENTITY;
@@ -849,11 +849,11 @@ Matrix Actor::GetCurrentWorldMatrix() const
   if( NULL != mNode )
   {
     // World matrix is no longer updated unless there is something observing the node.
-    // Need to calculate it from node's world position, rotation and scale:
+    // Need to calculate it from node's world position, orientation and scale:
     BufferIndex updateBufferIndex = mStage->GetEventBufferIndex();
     Matrix worldMatrix(false);
     worldMatrix.SetTransformComponents( mNode->GetWorldScale( updateBufferIndex ),
-                                        mNode->GetWorldRotation( updateBufferIndex ),
+                                        mNode->GetWorldOrientation( updateBufferIndex ),
                                         mNode->GetWorldPosition( updateBufferIndex ) );
     return worldMatrix;
   }
@@ -890,15 +890,6 @@ void Actor::SetOpacity(float opacity)
   }
 }
 
-void Actor::OpacityBy(float relativeOpacity)
-{
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyComponentMessage<Vector4>::Send( mStage->GetUpdateManager(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeWRelative, relativeOpacity );
-  }
-}
-
 float Actor::GetCurrentOpacity() const
 {
   if( NULL != mNode )
@@ -956,15 +947,6 @@ void Actor::SetColorBlue( float blue )
   }
 }
 
-void Actor::ColorBy(const Vector4& relativeColor)
-{
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<Vector4>::Send( mStage->GetUpdateManager(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeRelative, relativeColor );
-  }
-}
-
 const Vector4& Actor::GetCurrentColor() const
 {
   if( NULL != mNode )
@@ -976,20 +958,20 @@ const Vector4& Actor::GetCurrentColor() const
   return Color::WHITE;
 }
 
-void Actor::SetInheritRotation(bool inherit)
+void Actor::SetInheritOrientation(bool inherit)
 {
   // non animateable so keep local copy
-  mInheritRotation = inherit;
+  mInheritOrientation = inherit;
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value
-    SetInheritRotationMessage( mStage->GetUpdateInterface(), *mNode, inherit );
+    SetInheritOrientationMessage( mStage->GetUpdateInterface(), *mNode, inherit );
   }
 }
 
-bool Actor::IsRotationInherited() const
+bool Actor::IsOrientationInherited() const
 {
-  return mInheritRotation;
+  return mInheritOrientation;
 }
 
 void Actor::SetSizeMode(SizeMode mode)
@@ -1614,7 +1596,7 @@ bool Actor::ScreenToLocal( const Matrix& viewMatrix,
   // Calculate the ModelView matrix
   Matrix modelView(false/*don't init*/);
   // need to use the components as world matrix is only updated for actors that need it
-  modelView.SetTransformComponents( mNode->GetWorldScale(bufferIndex), mNode->GetWorldRotation(bufferIndex), mNode->GetWorldPosition(bufferIndex) );
+  modelView.SetTransformComponents( mNode->GetWorldScale(bufferIndex), mNode->GetWorldOrientation(bufferIndex), mNode->GetWorldPosition(bufferIndex) );
   Matrix::Multiply(modelView, modelView, viewMatrix);
 
   // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
@@ -1764,7 +1746,7 @@ bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vecto
     // Calculate the inverse of Model matrix
     Matrix invModelMatrix(false/*don't init*/);
     // need to use the components as world matrix is only updated for actors that need it
-    invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale(bufferIndex), mNode->GetWorldRotation(bufferIndex), mNode->GetWorldPosition(bufferIndex) );
+    invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale(bufferIndex), mNode->GetWorldOrientation(bufferIndex), mNode->GetWorldPosition(bufferIndex) );
 
     Vector4 rayOriginLocal(invModelMatrix * rayOrigin);
     Vector4 rayDirLocal(invModelMatrix * rayDir - invModelMatrix.GetTranslation());
@@ -1995,7 +1977,7 @@ Actor::Actor( DerivedType derivedType )
   mDerivedRequiresHover( false ),
   mDerivedRequiresMouseWheelEvent( false ),
   mOnStageSignalled( false ),
-  mInheritRotation( true ),
+  mInheritOrientation( true ),
   mInheritScale( true ),
   mDrawMode( DrawMode::NORMAL ),
   mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
@@ -2455,9 +2437,9 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
-    case Dali::Actor::Property::ROTATION:
+    case Dali::Actor::Property::ORIENTATION:
     {
-      SetRotation( property.Get<Quaternion>() );
+      SetOrientation( property.Get<Quaternion>() );
       break;
     }
 
@@ -2539,9 +2521,9 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
-    case Dali::Actor::Property::INHERIT_ROTATION:
+    case Dali::Actor::Property::INHERIT_ORIENTATION:
     {
-      SetInheritRotation( property.Get<bool>() );
+      SetInheritOrientation( property.Get<bool>() );
       break;
     }
 
@@ -2829,15 +2811,15 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
       break;
     }
 
-    case Dali::Actor::Property::ROTATION:
+    case Dali::Actor::Property::ORIENTATION:
     {
-      value = GetCurrentRotation();
+      value = GetCurrentOrientation();
       break;
     }
 
-    case Dali::Actor::Property::WORLD_ROTATION:
+    case Dali::Actor::Property::WORLD_ORIENTATION:
     {
-      value = GetCurrentWorldRotation();
+      value = GetCurrentWorldOrientation();
       break;
     }
 
@@ -2937,9 +2919,9 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
       break;
     }
 
-    case Dali::Actor::Property::INHERIT_ROTATION:
+    case Dali::Actor::Property::INHERIT_ORIENTATION:
     {
-      value = IsRotationInherited();
+      value = IsOrientationInherited();
       break;
     }
 
@@ -3055,8 +3037,8 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::Property::ROTATION:
-        property = &mNode->mRotation;
+      case Dali::Actor::Property::ORIENTATION:
+        property = &mNode->mOrientation;
         break;
 
       case Dali::Actor::Property::SCALE:
@@ -3207,12 +3189,12 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind
         property = &mNode->mWorldPosition;
         break;
 
-      case Dali::Actor::Property::ROTATION:
-        property = &mNode->mRotation;
+      case Dali::Actor::Property::ORIENTATION:
+        property = &mNode->mOrientation;
         break;
 
-      case Dali::Actor::Property::WORLD_ROTATION:
-        property = &mNode->mWorldRotation;
+      case Dali::Actor::Property::WORLD_ORIENTATION:
+        property = &mNode->mWorldOrientation;
         break;
 
       case Dali::Actor::Property::SCALE:
index b3aef89..d6a17db 100644 (file)
@@ -423,10 +423,10 @@ public:
   void SetZ(float z);
 
   /**
-   * Move an actor relative to its existing position.
+   * Translate an actor relative to its existing position.
    * @param[in] distance The actor will move by this distance.
    */
-  void MoveBy(const Vector3& distance);
+  void TranslateBy(const Vector3& distance);
 
   /**
    * Retrieve the position of the Actor.
@@ -451,17 +451,17 @@ public:
   PositionInheritanceMode GetPositionInheritanceMode() const;
 
   /**
-   * Sets the rotation of the Actor.
-   * @param [in] angleRadians The new rotation angle in radians.
-   * @param [in] axis The new axis of rotation.
+   * Sets the orientation of the Actor.
+   * @param [in] angleRadians The new orientation angle in radians.
+   * @param [in] axis The new axis of orientation.
    */
-  void SetRotation(const Radian& angleRadians, const Vector3& axis);
+  void SetOrientation(const Radian& angleRadians, const Vector3& axis);
 
   /**
-   * Sets the rotation of the Actor.
-   * @param [in] rotation The new rotation.
+   * Sets the orientation of the Actor.
+   * @param [in] orientation The new orientation.
    */
-  void SetRotation(const Quaternion& rotation);
+  void SetOrientation(const Quaternion& orientation);
 
   /**
    * Rotate an actor around its existing rotation axis.
@@ -477,23 +477,23 @@ public:
   void RotateBy(const Quaternion& relativeRotation);
 
   /**
-   * Retreive the Actor's rotation.
-   * @return the rotation.
+   * Retreive the Actor's orientation.
+   * @return the orientation.
    */
-  const Quaternion& GetCurrentRotation() const;
+  const Quaternion& GetCurrentOrientation() const;
 
   /**
    * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
-   * Switching this off means that using SetRotation() sets the actor's world orientation.
+   * Switching this off means that using SetOrientation() sets the actor's world orientation.
    * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
    */
-  void SetInheritRotation(bool inherit);
+  void SetInheritOrientation(bool inherit);
 
   /**
    * Returns whether the actor inherit's it's parent's orientation.
    * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
    */
-  bool IsRotationInherited() const;
+  bool IsOrientationInherited() const;
 
   /**
    * @brief Defines how a child actors size is affected by its parents size.
@@ -522,9 +522,9 @@ public:
   const Vector3& GetSizeModeFactor() const;
 
   /**
-   * @copydoc Dali::Actor::GetCurrentWorldRotation()
+   * @copydoc Dali::Actor::GetCurrentWorldOrientation()
    */
-  const Quaternion& GetCurrentWorldRotation() const;
+  const Quaternion& GetCurrentWorldOrientation() const;
 
   /**
    * Sets a scale factor applied to an actor.
@@ -617,12 +617,6 @@ public:
   void SetOpacity(float opacity);
 
   /**
-   * Apply a relative opacity change to an actor.
-   * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
-   */
-  void OpacityBy(float relativeOpacity);
-
-  /**
    * Retrieve the actor's opacity.
    * @return The actor's opacity.
    */
@@ -731,12 +725,6 @@ public:
   void SetColorBlue( float blue );
 
   /**
-   * Apply a relative color change to an actor.
-   * @param[in] relativeColor The color to combine with the actors existing color.
-   */
-  void ColorBy(const Vector4& relativeColor);
-
-  /**
    * Retrieve the actor's color.
    * @return The color.
    */
@@ -1377,7 +1365,7 @@ protected:
   bool mDerivedRequiresHover                       : 1; ///< Whether the derived actor type requires hover event signals
   bool mDerivedRequiresMouseWheelEvent             : 1; ///< Whether the derived actor type requires mouse wheel event signals
   bool mOnStageSignalled                           : 1; ///< Set to true before OnStageConnection signal is emitted, and false before OnStageDisconnection
-  bool mInheritRotation                            : 1; ///< Cached: Whether the parent's rotation should be inherited.
+  bool mInheritOrientation                         : 1; ///< Cached: Whether the parent's orientation should be inherited.
   bool mInheritScale                               : 1; ///< Cached: Whether the parent's scale should be inherited.
   DrawMode::Type mDrawMode                         : 2; ///< Cached: How the actor and its children should be drawn
   PositionInheritanceMode mPositionInheritanceMode : 2; ///< Cached: Determines how position is inherited
index 4535c7b..a6842e0 100644 (file)
@@ -154,7 +154,7 @@ CameraActorPtr CameraActor::New( const Size& size )
 
   // By default Actors face in the positive Z direction in world space
   // CameraActors should face in the negative Z direction, towards the other actors
-  actor->SetRotation( Quaternion( Math::PI, Vector3::YAXIS ) );
+  actor->SetOrientation( Quaternion( Math::PI, Vector3::YAXIS ) );
 
   return actor;
 }
index 920479e..726ab3a 100644 (file)
@@ -765,7 +765,7 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
   {
     //Rotation animation
     AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                              Dali::Actor::Property::ROTATION,
+                                                              Dali::Actor::Property::ORIENTATION,
                                                               Property::INVALID_COMPONENT_INDEX,
                                                               new PathRotationFunctor( pathCopy, forward ),
                                                               alpha,
@@ -832,7 +832,7 @@ void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaF
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                            Dali::Actor::Property::ROTATION,
+                                                            Dali::Actor::Property::ORIENTATION,
                                                             Property::INVALID_COMPONENT_INDEX,
                                                             new RotateByAngleAxis(angle, axis),
                                                             alpha,
@@ -884,7 +884,7 @@ void Animation::RotateTo(Actor& actor, const Quaternion& rotation, AlphaFunction
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                            Dali::Actor::Property::ROTATION,
+                                                            Dali::Actor::Property::ORIENTATION,
                                                             Property::INVALID_COMPONENT_INDEX,
                                                             new RotateToQuaternion(rotation),
                                                             alpha,
index 1206662..7538712 100644 (file)
@@ -299,7 +299,7 @@ void Stage::SetViewMode( ViewMode viewMode )
 
     if( mViewMode == MONO )
     {
-      mDefaultCamera->SetRotation( Degree( 180.0f ), Vector3::YAXIS );
+      mDefaultCamera->SetOrientation( Degree( 180.0f ), Vector3::YAXIS );
       mRenderTaskList->GetTask(0).SetSourceActor( Dali::Actor() );
 
       //Create camera and RenderTask for left eye
@@ -338,7 +338,7 @@ void Stage::SetViewMode( ViewMode viewMode )
         mRightRenderTask.Reset();
         mRightCamera.Reset();
 
-        mDefaultCamera->SetRotation( Degree( 0.0f ), Vector3::YAXIS );
+        mDefaultCamera->SetOrientation( Degree( 0.0f ), Vector3::YAXIS );
         mDefaultCamera->SetType( Dali::Camera::LOOK_AT_TARGET );
         mRenderTaskList->GetTask(0).SetSourceActor( Dali::Layer(mRootLayer.Get()) );
 
@@ -357,13 +357,13 @@ void Stage::SetViewMode( ViewMode viewMode )
 
         mLeftCamera->SetPerspectiveProjection( mSize, Vector2( 0.0f,stereoBase) );
         mLeftCamera->SetAspectRatio( aspect );
-        mLeftCamera->SetRotation( Degree(-90.0f), Vector3::ZAXIS );
+        mLeftCamera->SetOrientation( Degree(-90.0f), Vector3::ZAXIS );
         mLeftCamera->SetPosition( Vector3( stereoBase, 0.0f, 0.0f ) );
         mLeftRenderTask.SetViewport( Viewport(0, mSize.height * 0.5f, mSize.width, mSize.height * 0.5f) );
 
         mRightCamera->SetPerspectiveProjection( mSize, Vector2( 0.0,  -stereoBase) );
         mRightCamera->SetAspectRatio( aspect );
-        mRightCamera->SetRotation( Degree(-90.0f), Vector3::ZAXIS );
+        mRightCamera->SetOrientation( Degree(-90.0f), Vector3::ZAXIS );
         mRightCamera->SetPosition( Vector3(-stereoBase, 0.0f, 0.0f ) );
         mRightRenderTask.SetViewport( Viewport(0, 0, mSize.width, mSize.height * 0.5f ) );
 
@@ -379,13 +379,13 @@ void Stage::SetViewMode( ViewMode viewMode )
 
         mLeftCamera->SetPerspectiveProjection( Size( mSize.x * 0.5f, mSize.y ), Vector2(stereoBase,0.0f) );
         mLeftCamera->SetFieldOfView( fov );
-        mLeftCamera->SetRotation( Degree(0.0f), Vector3::ZAXIS );
+        mLeftCamera->SetOrientation( Degree(0.0f), Vector3::ZAXIS );
         mLeftCamera->SetPosition( Vector3( stereoBase, 0.0f, 0.0f ) );
         mLeftRenderTask.SetViewport( Viewport(0, 0, mSize.width * 0.5f, mSize.height ) );
 
         mRightCamera->SetPerspectiveProjection( Size( mSize.x * 0.5f, mSize.y ), Vector2(-stereoBase,0.0f) );
         mRightCamera->SetFieldOfView( fov );
-        mRightCamera->SetRotation( Degree(0.0f), Vector3::ZAXIS );
+        mRightCamera->SetOrientation( Degree(0.0f), Vector3::ZAXIS );
         mRightCamera->SetPosition( Vector3( -stereoBase, 0.0f, 0.0f ) );
         mRightRenderTask.SetViewport( Viewport(mSize.width * 0.5f, 0, mSize.width * 0.5f, mSize.height ) );
 
index 9a62179..8f38082 100644 (file)
@@ -275,7 +275,7 @@ void DynamicsBody::SetNodePositionAndRotation(const Vector3& position, const Qua
 
   const BufferIndex bufferIndex( mWorld.GetBufferIndex() );
   mNode.BakePosition(bufferIndex, scaledPosition);
-  mNode.BakeRotation(bufferIndex, rotation);
+  mNode.BakeOrientation(bufferIndex, rotation);
 
   if( Dali::DynamicsBodyConfig::RIGID == mBody->GetType() )
   {
index 71581e0..ee4a4af 100644 (file)
@@ -160,13 +160,13 @@ inline void UpdateRootNodeTransformValues( Layer& rootNode, int nodeDirtyFlags,
   if ( nodeDirtyFlags & TransformFlag )
   {
     rootNode.SetWorldPosition( updateBufferIndex, rootNode.GetPosition( updateBufferIndex ) );
-    rootNode.SetWorldRotation( updateBufferIndex, rootNode.GetRotation( updateBufferIndex ) );
+    rootNode.SetWorldOrientation( updateBufferIndex, rootNode.GetOrientation( updateBufferIndex ) );
     rootNode.SetWorldScale   ( updateBufferIndex, rootNode.GetScale   ( updateBufferIndex ) );
   }
   else
   {
     // Copy previous value, in case they changed in the previous frame
-    rootNode.CopyPreviousWorldRotation( updateBufferIndex );
+    rootNode.CopyPreviousWorldOrientation( updateBufferIndex );
     rootNode.CopyPreviousWorldScale( updateBufferIndex );
     rootNode.CopyPreviousWorldPosition( updateBufferIndex );
   }
@@ -226,13 +226,13 @@ inline void UpdateNodeTransformValues( Node& node, int& nodeDirtyFlags, BufferIn
 
     // With a non-central anchor-point, the world rotation and scale affects the world position.
     // Therefore the world rotation & scale must be updated before the world position.
-    if( node.IsRotationInherited() )
+    if( node.IsOrientationInherited() )
     {
-      node.InheritWorldRotation( updateBufferIndex );
+      node.InheritWorldOrientation( updateBufferIndex );
     }
     else
     {
-      node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
+      node.SetWorldOrientation( updateBufferIndex, node.GetOrientation( updateBufferIndex ) );
     }
 
     if( node.IsScaleInherited() )
@@ -249,7 +249,7 @@ inline void UpdateNodeTransformValues( Node& node, int& nodeDirtyFlags, BufferIn
   else
   {
     // Copy inherited values, if those changed in the previous frame
-    node.CopyPreviousWorldRotation( updateBufferIndex );
+    node.CopyPreviousWorldOrientation( updateBufferIndex );
     node.CopyPreviousWorldScale( updateBufferIndex );
     node.CopyPreviousWorldPosition( updateBufferIndex );
     node.CopyPreviousSize( updateBufferIndex );
@@ -265,14 +265,14 @@ inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex u
     {
       node.SetWorldMatrix( updateBufferIndex,
                            node.GetWorldScale(updateBufferIndex),
-                           node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
+                           node.GetWorldOrientation(updateBufferIndex) / node.GetOrientation(updateBufferIndex),
                            node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
     }
     else
     {
       node.SetWorldMatrix( updateBufferIndex,
                            node.GetWorldScale(updateBufferIndex),
-                           node.GetWorldRotation(updateBufferIndex),
+                           node.GetWorldOrientation(updateBufferIndex),
                            node.GetWorldPosition(updateBufferIndex) );
     }
   }
@@ -299,14 +299,14 @@ inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRend
       {
         node.SetWorldMatrix( updateBufferIndex,
                              node.GetWorldScale(updateBufferIndex) * scaling,
-                             node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
+                             node.GetWorldOrientation(updateBufferIndex) / node.GetOrientation(updateBufferIndex),
                              node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
       }
       else
       {
         node.SetWorldMatrix( updateBufferIndex,
                              node.GetWorldScale(updateBufferIndex) * scaling,
-                             node.GetWorldRotation(updateBufferIndex),
+                             node.GetWorldOrientation(updateBufferIndex),
                              node.GetWorldPosition(updateBufferIndex) );
       }
     }
@@ -317,14 +317,14 @@ inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRend
       {
         node.SetWorldMatrix( updateBufferIndex,
                              node.GetWorldScale(updateBufferIndex),
-                             node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
+                             node.GetWorldOrientation(updateBufferIndex) / node.GetOrientation(updateBufferIndex),
                              node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
       }
       else
       {
         node.SetWorldMatrix( updateBufferIndex,
                              node.GetWorldScale(updateBufferIndex),
-                             node.GetWorldRotation(updateBufferIndex),
+                             node.GetWorldOrientation(updateBufferIndex),
                              node.GetWorldPosition(updateBufferIndex) );
       }
     }
index 19f4168..44326ca 100644 (file)
@@ -52,7 +52,7 @@ void PrintNodes( const Node& node, BufferIndex updateBufferIndex, int level )
   const Vector3& position = node.GetPosition(updateBufferIndex);
   const Vector3& scale = node.GetScale(updateBufferIndex);
   const Vector3& fullPos = node.GetWorldPosition(updateBufferIndex);
-  const Quaternion& rotation = node.GetRotation(updateBufferIndex);
+  const Quaternion& rotation = node.GetOrientation(updateBufferIndex);
   Vector3 axis;
   float angle;
   rotation.ToAxisAngle(axis, angle);
@@ -108,12 +108,12 @@ void PrintNodeTree( const Node& node, BufferIndex bufferIndex, std::string inden
             << " Anchor: "       << node.GetAnchorPoint()
             << " Size: "         << node.GetSize(bufferIndex)
             << " Pos: "          << node.GetPosition(bufferIndex)
-            << " Rot: "          << node.GetRotation(bufferIndex)
+            << " Ori: "          << node.GetOrientation(bufferIndex)
             << " Scale: "        << node.GetScale(bufferIndex)
             << " Color: "        << node.GetColor(bufferIndex)
             << " Visible: "      << node.IsVisible(bufferIndex)
             << " World Pos: "    << node.GetWorldPosition(bufferIndex)
-            << " World Rot: "    << node.GetWorldRotation(bufferIndex)
+            << " World Ori: "    << node.GetWorldOrientation(bufferIndex)
             << " World Scale: "  << node.GetWorldScale(bufferIndex)
             << " World Color: "  << node.GetWorldColor(bufferIndex)
             << " World Matrix: " << node.GetWorldMatrix(bufferIndex)
index 97b5fb3..14376be 100644 (file)
@@ -357,7 +357,7 @@ unsigned int CameraAttachment::UpdateViewMatrix( BufferIndex updateBufferIndex,
         case Dali::Camera::FREE_LOOK:
           {
           Matrix& viewMatrix = mViewMatrix.Get( updateBufferIndex );
-          viewMatrix.SetInverseTransformComponents( Vector3::ONE, owningNode.GetWorldRotation( updateBufferIndex ),
+          viewMatrix.SetInverseTransformComponents( Vector3::ONE, owningNode.GetWorldOrientation( updateBufferIndex ),
                                                     owningNode.GetWorldPosition( updateBufferIndex ) );
           mViewMatrix.SetDirty( updateBufferIndex );
           break;
@@ -367,7 +367,7 @@ unsigned int CameraAttachment::UpdateViewMatrix( BufferIndex updateBufferIndex,
           {
           Matrix& viewMatrix = mViewMatrix.Get( updateBufferIndex );
           LookAt( viewMatrix, owningNode.GetWorldPosition( updateBufferIndex ), mTargetPosition,
-                  owningNode.GetWorldRotation( updateBufferIndex ).Rotate( Vector3::YAXIS ) );
+                  owningNode.GetWorldOrientation( updateBufferIndex ).Rotate( Vector3::YAXIS ) );
           mViewMatrix.SetDirty( updateBufferIndex );
           break;
         }
index 91636c8..6c2f437 100644 (file)
@@ -47,12 +47,12 @@ Node::Node()
   mAnchorPoint( AnchorPoint::DEFAULT ),
   mSize(),     // zero initialized by default
   mPosition(), // zero initialized by default
-  mRotation(), // initialized to identity by default
+  mOrientation(), // initialized to identity by default
   mScale( Vector3::ONE ),
   mVisible( true ),
   mColor( Color::WHITE ),
   mWorldPosition(), // zero initialized by default
-  mWorldRotation(), // initialized to identity by default
+  mWorldOrientation(), // initialized to identity by default
   mWorldScale( Vector3::ONE ),
   mWorldMatrix(),
   mWorldColor( Color::WHITE ),
@@ -65,7 +65,7 @@ Node::Node()
   mSizeModeFactor( Vector3::ONE ),
   mDirtyFlags(AllFlags),
   mIsRoot( false ),
-  mInheritRotation( true ),
+  mInheritOrientation( true ),
   mInheritScale( true ),
   mTransmitGeometryScaling( false ),
   mInhibitLocalTransform( false ),
@@ -168,7 +168,7 @@ int Node::GetDirtyFlags() const
     // Check whether the transform related properties have changed
     if( !sizeFlag            ||
         !mPosition.IsClean() ||
-        !mRotation.IsClean() ||
+        !mOrientation.IsClean() ||
         !mScale.IsClean()    ||
         mParentOrigin.InputChanged() || // parent origin and anchor point rarely change
         mAnchorPoint.InputChanged() )
@@ -206,7 +206,7 @@ void Node::ResetDefaultProperties( BufferIndex updateBufferIndex )
   // Reset default properties
   mSize.ResetToBaseValue( updateBufferIndex );
   mPosition.ResetToBaseValue( updateBufferIndex );
-  mRotation.ResetToBaseValue( updateBufferIndex );
+  mOrientation.ResetToBaseValue( updateBufferIndex );
   mScale.ResetToBaseValue( updateBufferIndex );
   mVisible.ResetToBaseValue( updateBufferIndex );
   mColor.ResetToBaseValue( updateBufferIndex );
index 637e05d..c12df1d 100644 (file)
@@ -364,8 +364,8 @@ public:
   /**
    * Sets the position of the node derived from the position of all its parents.
    * This method should only be called when the parent's world position is up-to-date.
-   * With a non-central anchor-point, the local rotation and scale affects the world position.
-   * Therefore the world rotation & scale must be updated before the world position.
+   * With a non-central anchor-point, the local orientation and scale affects the world position.
+   * Therefore the world orientation & scale must be updated before the world position.
    * @pre The node has a parent.
    * @param[in] updateBufferIndex The current update buffer index.
    */
@@ -383,10 +383,10 @@ public:
         finalPosition *= mParent->GetSize(updateBufferIndex);
         finalPosition += mPosition[updateBufferIndex];
         finalPosition *= mParent->GetWorldScale(updateBufferIndex);
-        const Quaternion& parentWorldRotation = mParent->GetWorldRotation(updateBufferIndex);
-        if(!parentWorldRotation.IsIdentity())
+        const Quaternion& parentWorldOrientation = mParent->GetWorldOrientation(updateBufferIndex);
+        if(!parentWorldOrientation.IsIdentity())
         {
-          finalPosition *= parentWorldRotation;
+          finalPosition *= parentWorldOrientation;
         }
 
         // check if a node needs to be offsetted locally (only applies when AnchorPoint is not central)
@@ -420,12 +420,12 @@ public:
             scale.z = -scale.z;
           }
 
-          // If the anchor-point is not central, then position is affected by the local rotation & scale
+          // If the anchor-point is not central, then position is affected by the local orientation & scale
           localOffset *= scale;
-          const Quaternion& localWorldRotation = mWorldRotation[updateBufferIndex];
-          if(!localWorldRotation.IsIdentity())
+          const Quaternion& localWorldOrientation = mWorldOrientation[updateBufferIndex];
+          if(!localWorldOrientation.IsIdentity())
           {
-            localOffset *= localWorldRotation;
+            localOffset *= localWorldOrientation;
           }
           finalPosition += localOffset;
         }
@@ -496,101 +496,101 @@ public:
   }
 
   /**
-   * Retrieve the local rotation of the node, relative to its parent.
+   * Retrieve the local orientation of the node, relative to its parent.
    * @param[in] bufferIndex The buffer to read from.
-   * @return The local rotation.
+   * @return The local orientation.
    */
-  const Quaternion& GetRotation(BufferIndex bufferIndex) const
+  const Quaternion& GetOrientation(BufferIndex bufferIndex) const
   {
-    return mRotation[bufferIndex];
+    return mOrientation[bufferIndex];
   }
 
   /**
-   * Sets both the local & base rotations of the node.
+   * Sets both the local & base orientations of the node.
    * @param[in] updateBufferIndex The current update buffer index.
-   * @param[in] rotation The new local & base rotation.
+   * @param[in] orientation The new local & base orientation.
    */
-  void BakeRotation(BufferIndex updateBufferIndex, const Quaternion& rotation)
+  void BakeOrientation(BufferIndex updateBufferIndex, const Quaternion& orientation)
   {
-    mRotation.Bake( updateBufferIndex, rotation );
+    mOrientation.Bake( updateBufferIndex, orientation );
   }
 
   /**
-   * Sets the rotation of the node derived from the rotation of all its parents.
+   * Sets the orientation of the node derived from the rotation of all its parents.
    * @param[in] updateBufferIndex The current update buffer index.
-   * @param[in] rotation The world rotation.
+   * @param[in] orientation The world orientation.
    */
-  void SetWorldRotation( BufferIndex updateBufferIndex, const Quaternion& rotation )
+  void SetWorldOrientation( BufferIndex updateBufferIndex, const Quaternion& orientation )
   {
-    mWorldRotation.Set( updateBufferIndex, rotation );
+    mWorldOrientation.Set( updateBufferIndex, orientation );
   }
 
   /**
-   * Sets the rotation of the node derived from the rotation of all its parents.
-   * This method should only be called when the parents world rotation is up-to-date.
+   * Sets the orientation of the node derived from the rotation of all its parents.
+   * This method should only be called when the parents world orientation is up-to-date.
    * @pre The node has a parent.
    * @param[in] updateBufferIndex The current update buffer index.
    */
-  void InheritWorldRotation( BufferIndex updateBufferIndex )
+  void InheritWorldOrientation( BufferIndex updateBufferIndex )
   {
     DALI_ASSERT_DEBUG(mParent != NULL);
 
-    const Quaternion& localRotation = mRotation[updateBufferIndex];
+    const Quaternion& localOrientation = mOrientation[updateBufferIndex];
 
-    if(localRotation.IsIdentity())
+    if(localOrientation.IsIdentity())
     {
-      mWorldRotation.Set( updateBufferIndex, mParent->GetWorldRotation(updateBufferIndex) );
+      mWorldOrientation.Set( updateBufferIndex, mParent->GetWorldOrientation(updateBufferIndex) );
     }
     else
     {
-      Quaternion finalRotation( mParent->GetWorldRotation(updateBufferIndex) );
-      finalRotation *= localRotation;
-      mWorldRotation.Set( updateBufferIndex, finalRotation );
+      Quaternion finalOrientation( mParent->GetWorldOrientation(updateBufferIndex) );
+      finalOrientation *= localOrientation;
+      mWorldOrientation.Set( updateBufferIndex, finalOrientation );
     }
   }
 
   /**
-   * Copies the previous inherited rotation, if this changed in the previous frame.
-   * This method should be called instead of InheritWorldRotation i.e. if the inherited rotation
+   * Copies the previous inherited orientation, if this changed in the previous frame.
+   * This method should be called instead of InheritWorldOrientation i.e. if the inherited orientation
    * does not need to be recalculated in the current frame.
    * @param[in] updateBufferIndex The current update buffer index.
    */
-  void CopyPreviousWorldRotation( BufferIndex updateBufferIndex )
+  void CopyPreviousWorldOrientation( BufferIndex updateBufferIndex )
   {
-    mWorldRotation.CopyPrevious( updateBufferIndex );
+    mWorldOrientation.CopyPrevious( updateBufferIndex );
   }
 
   /**
-   * Retrieve the rotation of the node derived from the rotation of all its parents.
+   * Retrieve the orientation of the node derived from the rotation of all its parents.
    * @param[in] bufferIndex The buffer to read from.
    * @return The world rotation.
    */
-  const Quaternion& GetWorldRotation( BufferIndex bufferIndex ) const
+  const Quaternion& GetWorldOrientation( BufferIndex bufferIndex ) const
   {
-    return mWorldRotation[bufferIndex];
+    return mWorldOrientation[bufferIndex];
   }
 
   /**
-   * Set whether the Node inherits rotation.
-   * @param[in] inherit True if the parent rotation is inherited.
+   * Set whether the Node inherits orientation.
+   * @param[in] inherit True if the parent orientation is inherited.
    */
-  void SetInheritRotation(bool inherit)
+  void SetInheritOrientation(bool inherit)
   {
-    if (inherit != mInheritRotation)
+    if (inherit != mInheritOrientation)
     {
-      mInheritRotation = inherit;
+      mInheritOrientation = inherit;
 
       SetDirtyFlag(TransformFlag);
     }
   }
 
   /**
-   * Query whether the node inherits rotation from its parent.
-   * @return True if the parent rotation is inherited.
+   * Query whether the node inherits orientation from its parent.
+   * @return True if the parent orientation is inherited.
    */
-  bool IsRotationInherited() const
+  bool IsOrientationInherited() const
   {
-    return mInheritRotation;
+    return mInheritOrientation;
   }
 
   /**
@@ -1102,18 +1102,18 @@ public: // Default properties
 
   AnimatableProperty<Vector3>    mSize;          ///< Size is provided for layouting
   AnimatableProperty<Vector3>    mPosition;      ///< Local transform; distance between parent-origin & anchor-point
-  AnimatableProperty<Quaternion> mRotation;      ///< Local transform; rotation relative to parent node
+  AnimatableProperty<Quaternion> mOrientation;   ///< Local transform; rotation relative to parent node
   AnimatableProperty<Vector3>    mScale;         ///< Local transform; scale relative to parent node
   AnimatableProperty<bool>       mVisible;       ///< Visibility can be inherited from the Node hierachy
   AnimatableProperty<Vector4>    mColor;         ///< Color can be inherited from the Node hierarchy
 
   // Inherited properties; read-only from public API
 
-  InheritedVector3    mWorldPosition; ///< Full inherited position
-  InheritedQuaternion mWorldRotation; ///< Full inherited rotation
-  InheritedVector3    mWorldScale;    ///< Full inherited scale
-  InheritedMatrix     mWorldMatrix;   ///< Full inherited world matrix
-  InheritedColor      mWorldColor;    ///< Full inherited color
+  InheritedVector3    mWorldPosition;     ///< Full inherited position
+  InheritedQuaternion mWorldOrientation;  ///< Full inherited orientation
+  InheritedVector3    mWorldScale;        ///< Full inherited scale
+  InheritedMatrix     mWorldMatrix;       ///< Full inherited world matrix
+  InheritedColor      mWorldColor;        ///< Full inherited color
 
 protected:
 
@@ -1131,7 +1131,7 @@ protected:
   int  mDirtyFlags:10;                               ///< A composite set of flags for each of the Node properties
 
   bool mIsRoot:1;                                    ///< True if the node cannot have a parent
-  bool mInheritRotation:1;                           ///< Whether the parent's rotation should be inherited.
+  bool mInheritOrientation:1;                        ///< Whether the parent's orientation should be inherited.
   bool mInheritScale:1;                              ///< Whether the parent's scale should be inherited.
   bool mTransmitGeometryScaling:1;                   ///< Whether geometry scaling should be applied to world transform.
   bool mInhibitLocalTransform:1;                     ///< whether local transform should be applied.
@@ -1148,7 +1148,7 @@ protected:
 
 // Messages for Node
 
-inline void SetInheritRotationMessage( EventToUpdate& eventToUpdate, const Node& node, bool inherit )
+inline void SetInheritOrientationMessage( EventToUpdate& eventToUpdate, const Node& node, bool inherit )
 {
   typedef MessageValue1< Node, bool > LocalType;
 
@@ -1156,7 +1156,7 @@ inline void SetInheritRotationMessage( EventToUpdate& eventToUpdate, const Node&
   unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &node, &Node::SetInheritRotation, inherit );
+  new (slot) LocalType( &node, &Node::SetInheritOrientation, inherit );
 }
 
 inline void SetSizeModeMessage( EventToUpdate& eventToUpdate, const Node& node, SizeMode mode )
index e80ce20..8a327e3 100644 (file)
@@ -246,9 +246,9 @@ void Actor::SetZ(float z)
   GetImplementation(*this).SetZ(z);
 }
 
-void Actor::MoveBy(const Vector3& distance)
+void Actor::TranslateBy(const Vector3& distance)
 {
-  GetImplementation(*this).MoveBy(distance);
+  GetImplementation(*this).TranslateBy(distance);
 }
 
 Vector3 Actor::GetCurrentPosition() const
@@ -271,19 +271,19 @@ PositionInheritanceMode Actor::GetPositionInheritanceMode() const
   return GetImplementation(*this).GetPositionInheritanceMode();
 }
 
-void Actor::SetRotation(const Degree& angle, const Vector3& axis)
+void Actor::SetOrientation(const Degree& angle, const Vector3& axis)
 {
-  GetImplementation(*this).SetRotation(Radian(angle), axis);
+  GetImplementation(*this).SetOrientation(Radian(angle), axis);
 }
 
-void Actor::SetRotation(const Radian& angle, const Vector3& axis)
+void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
 {
-  GetImplementation(*this).SetRotation(angle, axis);
+  GetImplementation(*this).SetOrientation(angle, axis);
 }
 
-void Actor::SetRotation(const Quaternion& rotation)
+void Actor::SetOrientation(const Quaternion& orientation)
 {
-  GetImplementation(*this).SetRotation(rotation);
+  GetImplementation(*this).SetOrientation(orientation);
 }
 
 void Actor::RotateBy(const Degree& angle, const Vector3& axis)
@@ -301,24 +301,24 @@ void Actor::RotateBy(const Quaternion& relativeRotation)
   GetImplementation(*this).RotateBy(relativeRotation);
 }
 
-Quaternion Actor::GetCurrentRotation() const
+Quaternion Actor::GetCurrentOrientation() const
 {
-  return GetImplementation(*this).GetCurrentRotation();
+  return GetImplementation(*this).GetCurrentOrientation();
 }
 
-void Actor::SetInheritRotation(bool inherit)
+void Actor::SetInheritOrientation(bool inherit)
 {
-  GetImplementation(*this).SetInheritRotation(inherit);
+  GetImplementation(*this).SetInheritOrientation(inherit);
 }
 
-bool Actor::IsRotationInherited() const
+bool Actor::IsOrientationInherited() const
 {
-  return GetImplementation(*this).IsRotationInherited();
+  return GetImplementation(*this).IsOrientationInherited();
 }
 
-Quaternion Actor::GetCurrentWorldRotation() const
+Quaternion Actor::GetCurrentWorldOrientation() const
 {
-  return GetImplementation(*this).GetCurrentWorldRotation();
+  return GetImplementation(*this).GetCurrentWorldOrientation();
 }
 
 void Actor::SetScale(float scale)
@@ -401,11 +401,6 @@ void Actor::SetOpacity(float opacity)
   GetImplementation(*this).SetOpacity(opacity);
 }
 
-void Actor::OpacityBy(float relativeOpacity)
-{
-  GetImplementation(*this).OpacityBy(relativeOpacity);
-}
-
 float Actor::GetCurrentOpacity() const
 {
   return GetImplementation(*this).GetCurrentOpacity();
@@ -416,11 +411,6 @@ void Actor::SetColor(const Vector4& color)
   GetImplementation(*this).SetColor(color);
 }
 
-void Actor::ColorBy(const Vector4& relativeColor)
-{
-  GetImplementation(*this).ColorBy(relativeColor);
-}
-
 Vector4 Actor::GetCurrentColor() const
 {
   return GetImplementation(*this).GetCurrentColor();
index a6f74fb..39ed418 100644 (file)
@@ -274,8 +274,8 @@ public:
       WORLD_POSITION_X,                                   ///< name "world-position-x",      type float      (read-only)
       WORLD_POSITION_Y,                                   ///< name "world-position-y",      type float      (read-only)
       WORLD_POSITION_Z,                                   ///< name "world-position-z",      type float      (read-only)
-      ROTATION,                                           ///< name "rotation",              type Quaternion
-      WORLD_ROTATION,                                     ///< name "world-rotation",        type Quaternion (read-only)
+      ORIENTATION,                                        ///< name "orientation",           type Quaternion
+      WORLD_ORIENTATION,                                  ///< name "world-orientation",     type Quaternion (read-only)
       SCALE,                                              ///< name "scale",                 type Vector3
       SCALE_X,                                            ///< name "scale-x",               type float
       SCALE_Y,                                            ///< name "scale-y",               type float
@@ -292,7 +292,7 @@ public:
       NAME,                                               ///< name "name",                  type std::string
       SENSITIVE,                                          ///< name "sensitive",             type bool
       LEAVE_REQUIRED,                                     ///< name "leave-required",        type bool
-      INHERIT_ROTATION,                                   ///< name "inherit-rotation",      type bool
+      INHERIT_ORIENTATION,                                ///< name "inherit-orientation",   type bool
       INHERIT_SCALE,                                      ///< name "inherit-scale",         type bool
       COLOR_MODE,                                         ///< name "color-mode",            type std::string
       POSITION_INHERITANCE,                               ///< name "position-inheritance",  type std::string
@@ -552,7 +552,7 @@ public:
    * bottom-right corner.  The default anchor point is
    * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
    * An actor position is the distance between its parent-origin, and this anchor-point.
-   * An actor's rotation is centered around its anchor-point.
+   * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
    * @see Dali::AnchorPoint for predefined anchor point values
    * @pre The Actor has been initialized.
    * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
@@ -704,12 +704,12 @@ public:
   void SetZ(float z);
 
   /**
-   * @brief Move an actor relative to its existing position.
+   * @brief Translate an actor relative to its existing position.
    *
    * @pre The actor has been initialized.
    * @param[in] distance The actor will move by this distance.
    */
-  void MoveBy(const Vector3& distance);
+  void TranslateBy(const Vector3& distance);
 
   /**
    * @brief Retrieve the position of the Actor.
@@ -749,42 +749,43 @@ public:
   PositionInheritanceMode GetPositionInheritanceMode() const;
 
   /**
-   * @brief Sets the rotation of the Actor.
+   * @brief Sets the orientation of the Actor.
    *
-   * An actor's rotation is centered around its anchor point.
+   * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
    * @pre The Actor has been initialized.
-   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
-   * @param [in] angle The new rotation angle in degrees.
-   * @param [in] axis The new axis of rotation.
+   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+   * @param [in] angle The new orientation angle in degrees.
+   * @param [in] axis The new axis of orientation.
    */
-  void SetRotation(const Degree& angle, const Vector3& axis);
+  void SetOrientation(const Degree& angle, const Vector3& axis);
 
   /**
-   * @brief Sets the rotation of the Actor.
+   * @brief Sets the orientation of the Actor.
    *
-   * An actor's rotation is centered around its anchor point.
+   * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
    * @pre The Actor has been initialized.
-   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
-   * @param [in] angle The new rotation angle in radians.
-   * @param [in] axis The new axis of rotation.
+   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+   * @param [in] angle The new orientation angle in radians.
+   * @param [in] axis The new axis of orientation.
    */
-  void SetRotation(const Radian& angle, const Vector3& axis);
+  void SetOrientation(const Radian& angle, const Vector3& axis);
 
   /**
-   * @brief Sets the rotation of the Actor.
+   * @brief Sets the orientation of the Actor.
    *
+   * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
    * @pre The Actor has been initialized.
-   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
-   * @param [in] rotation The new rotation.
+   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+   * @param [in] orientation The new orientation.
    */
-  void SetRotation(const Quaternion& rotation);
+  void SetOrientation(const Quaternion& orientation);
 
   /**
    * @brief Apply a relative rotation to an actor.
    *
    * @pre The actor has been initialized.
-   * @param[in] angle The angle to the rotation to combine with the existing rotation.
-   * @param[in] axis The axis of the rotation to combine with the existing rotation.
+   * @param[in] angle The angle to the rotation to combine with the existing orientation.
+   * @param[in] axis The axis of the rotation to combine with the existing orientation.
    */
   void RotateBy(const Degree& angle, const Vector3& axis);
 
@@ -792,8 +793,8 @@ public:
    * @brief Apply a relative rotation to an actor.
    *
    * @pre The actor has been initialized.
-   * @param[in] angle The angle to the rotation to combine with the existing rotation.
-   * @param[in] axis The axis of the rotation to combine with the existing rotation.
+   * @param[in] angle The angle to the rotation to combine with the existing orientation.
+   * @param[in] axis The axis of the rotation to combine with the existing orientation.
    */
   void RotateBy(const Radian& angle, const Vector3& axis);
 
@@ -801,28 +802,28 @@ public:
    * @brief Apply a relative rotation to an actor.
    *
    * @pre The actor has been initialized.
-   * @param[in] relativeRotation The rotation to combine with the existing rotation.
+   * @param[in] relativeRotation The rotation to combine with the existing orientation.
    */
   void RotateBy(const Quaternion& relativeRotation);
 
   /**
-   * @brief Retreive the Actor's rotation.
+   * @brief Retreive the Actor's orientation.
    *
    * @pre The Actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetRotation().
-   * @return The current rotation.
+   * @note This property can be animated; the return value may not match the value written with SetOrientation().
+   * @return The current orientation.
    */
-  Quaternion GetCurrentRotation() const;
+  Quaternion GetCurrentOrientation() const;
 
   /**
    * @brief Set whether a child actor inherits it's parent's orientation.
    *
    * Default is to inherit.
-   * Switching this off means that using SetRotation() sets the actor's world orientation.
+   * Switching this off means that using SetOrientation() sets the actor's world orientation.
    * @pre The Actor has been initialized.
    * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
    */
-  void SetInheritRotation(bool inherit);
+  void SetInheritOrientation(bool inherit);
 
   /**
    * @brief Returns whether the actor inherit's it's parent's orientation.
@@ -830,16 +831,16 @@ public:
    * @pre The Actor has been initialized.
    * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
    */
-  bool IsRotationInherited() const;
+  bool IsOrientationInherited() const;
 
   /**
-   * @brief Retrieve the world-rotation of the Actor.
+   * @brief Retrieve the world-orientation of the Actor.
    *
-   * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
+   * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
    * @pre The Actor has been initialized.
-   * @return The Actor's current rotation in the world.
+   * @return The Actor's current orientation in the world.
    */
-  Quaternion GetCurrentWorldRotation() const;
+  Quaternion GetCurrentWorldOrientation() const;
 
   /**
    * @brief Set the scale factor applied to an actor.
@@ -1011,14 +1012,6 @@ public:
   void SetOpacity(float opacity);
 
   /**
-   * @brief Apply a relative opacity change to an actor.
-   *
-   * @pre The actor has been initialized.
-   * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
-   */
-  void OpacityBy(float relativeOpacity);
-
-  /**
    * @brief Retrieve the actor's opacity.
    *
    * @pre The actor has been initialized.
@@ -1038,14 +1031,6 @@ public:
   void SetColor(const Vector4& color);
 
   /**
-   * @brief Apply a relative color change to an actor.
-   *
-   * @pre The actor has been initialized.
-   * @param[in] relativeColor The color to combine with the actors existing color.
-   */
-  void ColorBy(const Vector4& relativeColor);
-
-  /**
    * @brief Retrieve the actor's color.
    *
    * Actor's own color is not clamped.
index 6e5bb06..a1b0590 100644 (file)
@@ -59,10 +59,10 @@ enum ProjectionMode
  * There are two types of camera actor, FREE_LOOK and LOOK_AT_TARGET. By default
  * the camera actor will be FREE_LOOK.
  *
- * A FREE_LOOK camera uses actor's rotation to control where the camera is looking.
+ * A FREE_LOOK camera uses actor's orientation to control where the camera is looking.
  * If no additional rotations are specified, the camera looks in the negative Z direction.
  *
- * For LOOK_AT_TARGET the actor's rotation is ignored, instead the camera looks at TARGET_POSITION
+ * For LOOK_AT_TARGET the actor's orientation is ignored, instead the camera looks at TARGET_POSITION
  * in world coordinates.
  *
  */
index fb3b206..1abc9d3 100644 (file)
@@ -39,64 +39,64 @@ namespace LocalConstraint
 /**
  * @brief A function which constrains a Vector3 property, based on the local properties of an Actor.
  *
- * @param[in] size     The actor's current size.
- * @param[in] position The actor's current position.
- * @param[in] scale    The actor's current rotation.
- * @param[in] rotation The actor's current scale.
- * @param[in] color    The actor's current color.
+ * @param[in] size        The actor's current size.
+ * @param[in] position    The actor's current position.
+ * @param[in] orientation The actor's current orientation.
+ * @param[in] scale       The actor's current scale.
+ * @param[in] color       The actor's current color.
  * @return The constrained property value.
  */
 typedef boost::function<Vector3 (const Vector3&    size,
                                  const Vector3&    position,
-                                 const Quaternion& rotation,
+                                 const Quaternion& orientation,
                                  const Vector3&    scale,
                                  const Vector4&    color)> Vector3Function;
 
 /**
  * @brief A function which constrains a Vector4 property, based on the local properties of an Actor.
  *
- * @param[in] size     The actor's current size.
- * @param[in] position The actor's current position.
- * @param[in] scale    The actor's current rotation.
- * @param[in] rotation The actor's current scale.
- * @param[in] color    The actor's current color.
+ * @param[in] size        The actor's current size.
+ * @param[in] position    The actor's current position.
+ * @param[in] orientation The actor's current orientation.
+ * @param[in] scale       The actor's current scale.
+ * @param[in] color       The actor's current color.
  * @return The constrained property value.
  */
 typedef boost::function<Vector4 (const Vector3&    size,
                                  const Vector3&    position,
-                                 const Quaternion& rotation,
+                                 const Quaternion& orientation,
                                  const Vector3&    scale,
                                  const Vector4&    color)> Vector4Function;
 
 /**
  * @brief A function which constrains a Quaternion property, based on the local properties of an Actor.
  *
- * @param[in] size     The actor's current size.
- * @param[in] position The actor's current position.
- * @param[in] scale    The actor's current rotation.
- * @param[in] rotation The actor's current scale.
- * @param[in] color    The actor's current color.
+ * @param[in] size        The actor's current size.
+ * @param[in] position    The actor's current position.
+ * @param[in] orientation The actor's current orientation.
+ * @param[in] scale       The actor's current scale.
+ * @param[in] color       The actor's current color.
  * @return The constrained property value.
  */
 typedef boost::function<Quaternion (const Vector3&    size,
                                     const Vector3&    position,
-                                    const Quaternion& rotation,
+                                    const Quaternion& orientation,
                                     const Vector3&    scale,
                                     const Vector4&    color)> QuaternionFunction;
 
 /**
  * @brief A function which constrains a boolean property, based on the local properties of an Actor.
  *
- * @param[in] size     The actor's current size.
- * @param[in] position The actor's current position.
- * @param[in] scale    The actor's current rotation.
- * @param[in] rotation The actor's current scale.
- * @param[in] color    The actor's current color.
+ * @param[in] size        The actor's current size.
+ * @param[in] position    The actor's current position.
+ * @param[in] orientation The actor's current orientation.
+ * @param[in] scale       The actor's current scale.
+ * @param[in] color       The actor's current color.
  * @return The constrained property value.
  */
 typedef boost::function<bool (const Vector3&    size,
                               const Vector3&    position,
-                              const Quaternion& rotation,
+                              const Quaternion& orientation,
                               const Vector3&    scale,
                               const Vector4&    color)> BoolFunction;
 
@@ -116,7 +116,7 @@ namespace ParentConstraint
  * @param[in] anchorPoint The actor's current anchor-point.
  * @param[in] parentSize The parent's current size.
  * @param[in] parentPosition The parent's current position.
- * @param[in] parentRotation The parent's current rotation.
+ * @param[in] parentOrientation The parent's current orientation.
  * @param[in] parentScale The parent's current scale.
  * @return The constrained property value.
  */
@@ -125,7 +125,7 @@ typedef boost::function<Vector3 (const Vector3&    current,
                                  const Vector3&    anchorPoint,
                                  const Vector3&    parentSize,
                                  const Vector3&    parentPosition,
-                                 const Quaternion& parentRotation,
+                                 const Quaternion& parentOrientation,
                                  const Vector3&    parentScale)> Vector3Function;
 
 /**
@@ -136,7 +136,7 @@ typedef boost::function<Vector3 (const Vector3&    current,
  * @param[in] anchorPoint The actor's current anchor-point.
  * @param[in] parentSize The parent's current size.
  * @param[in] parentPosition The parent's current position.
- * @param[in] parentRotation The parent's current rotation.
+ * @param[in] parentOrientation The parent's current orientation.
  * @param[in] parentScale The parent's current scale.
  * @return The constrained property value.
  */
@@ -145,7 +145,7 @@ typedef boost::function<Vector4 (const Vector4&    current,
                                  const Vector3&    anchorPoint,
                                  const Vector3&    parentSize,
                                  const Vector3&    parentPosition,
-                                 const Quaternion& parentRotation,
+                                 const Quaternion& parentOrientation,
                                  const Vector3&    parentScale)> Vector4Function;
 
 /**
@@ -155,7 +155,7 @@ typedef boost::function<Vector4 (const Vector4&    current,
  * @param[in] anchorPoint The actor's current anchor-point.
  * @param[in] parentSize The parent's current size.
  * @param[in] parentPosition The parent's current position.
- * @param[in] parentRotation The parent's current rotation.
+ * @param[in] parentOrientation The parent's current orientation.
  * @param[in] parentScale The parent's current scale.
  * @return The constrained property value.
  */
@@ -164,7 +164,7 @@ typedef boost::function<Quaternion (const Quaternion& current,
                                     const Vector3&    anchorPoint,
                                     const Vector3&    parentSize,
                                     const Vector3&    parentPosition,
-                                    const Quaternion& parentRotation,
+                                    const Quaternion& parentOrientation,
                                     const Vector3&    parentScale)> QuaternionFunction;
 
 /**
@@ -175,7 +175,7 @@ typedef boost::function<Quaternion (const Quaternion& current,
  * @param[in] anchorPoint The actor's current anchor-point.
  * @param[in] parentSize The parent's current size.
  * @param[in] parentPosition The parent's current position.
- * @param[in] parentRotation The parent's current rotation.
+ * @param[in] parentOrientation The parent's current orientation.
  * @param[in] parentScale The parent's current scale.
  * @return The constrained property value.
  */
@@ -184,7 +184,7 @@ typedef boost::function<bool (const bool&       current,
                               const Vector3&    anchorPoint,
                               const Vector3&    parentSize,
                               const Vector3&    parentPosition,
-                              const Quaternion& parentRotation,
+                              const Quaternion& parentOrientation,
                               const Vector3&    parentScale)> BoolFunction;
 
 } // ParentConstraint
index 391a998..7efc7a4 100644 (file)
@@ -288,28 +288,28 @@ struct SourceWidthFixedHeight
 /**
  * @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
index 939c80a..b18b461 100644 (file)
@@ -50,7 +50,7 @@ class DynamicsShape;
  * detected and responded to in signal handlers.
  *
  * DALi will update the physics simulation after animations and constraints, thus dynamics forces
- * will override positions and rotations applied by animations and constrints.
+ * will override positions and orientations applied by animations and constrints.
  *
  * Here is an example illustrating the basic steps to initialise the simulation and
  * add a rigid body.
index b837baf..2d91f3e 100644 (file)
@@ -620,7 +620,7 @@ void Property::Value::Get(AngleAxis& angleAxisValue) const
 {
   DALI_ASSERT_ALWAYS( Property::ROTATION == GetType() && "Property type invalid" );
 
-  // Rotations have two representations
+  // Orientations have two representations
   DALI_ASSERT_DEBUG( typeid(Quaternion) == mImpl->mValue.GetType() ||
                      typeid(AngleAxis)  == mImpl->mValue.GetType() );
 
@@ -642,7 +642,7 @@ void Property::Value::Get(Quaternion& quaternionValue) const
 {
   DALI_ASSERT_DEBUG( Property::ROTATION == GetType() && "Property type invalid" );
 
-  // Rotations have two representations
+  // Orientations have two representations
   DALI_ASSERT_DEBUG( typeid(Quaternion) == mImpl->mValue.GetType() ||
                typeid(AngleAxis)  == mImpl->mValue.GetType() );
 
index 5edfcea..55746bf 100644 (file)
@@ -118,14 +118,14 @@ public:
   Value(const Rect<int>& vectorValue);
 
   /**
-   * @brief Create an rotation property value.
+   * @brief Create an orientation property value.
    *
    * @param [in] angleAxis An angle-axis representing the rotation.
    */
   Value(const AngleAxis& angleAxis);
 
   /**
-   * @brief Create an rotation property value.
+   * @brief Create an orientation property value.
    *
    * @param [in] quaternion A quaternion representing the rotation.
    */