From bb2b21e96ce1b0ab4209d24f435f4e6889d80283 Mon Sep 17 00:00:00 2001 From: Yoonsang Lee Date: Fri, 6 Mar 2015 17:50:05 +0900 Subject: [PATCH] Actor's Transformation API Cleanup Actor::MoveBy -> Actor::TranslateBy Actor::ColorBy -> Actor::OpacityBy -> 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 --- .../utc-Dali-Internal-Image-Culling.cpp | 2 +- .../utc-Dali-Internal-Text-Culling.cpp | 2 +- automated-tests/src/dali/utc-Dali-Actor.cpp | 90 ++-- automated-tests/src/dali/utc-Dali-Animation.cpp | 547 ++++++--------------- automated-tests/src/dali/utc-Dali-CameraActor.cpp | 12 +- automated-tests/src/dali/utc-Dali-Constraint.cpp | 60 +-- automated-tests/src/dali/utc-Dali-Handle.cpp | 16 +- .../src/dali/utc-Dali-LongPressGestureDetector.cpp | 8 +- .../src/dali/utc-Dali-PanGestureDetector.cpp | 8 +- .../src/dali/utc-Dali-PinchGestureDetector.cpp | 8 +- automated-tests/src/dali/utc-Dali-Scripting.cpp | 10 +- .../src/dali/utc-Dali-TapGestureDetector.cpp | 8 +- dali/internal/event/actors/actor-impl.cpp | 100 ++-- dali/internal/event/actors/actor-impl.h | 48 +- dali/internal/event/actors/camera-actor-impl.cpp | 2 +- dali/internal/event/animation/animation-impl.cpp | 6 +- dali/internal/event/common/stage-impl.cpp | 12 +- .../update/dynamics/scene-graph-dynamics-body.cpp | 2 +- dali/internal/update/manager/update-algorithms.cpp | 24 +- .../update/manager/update-manager-debug.cpp | 6 +- .../scene-graph-camera-attachment.cpp | 4 +- dali/internal/update/nodes/node.cpp | 10 +- dali/internal/update/nodes/node.h | 110 ++--- dali/public-api/actors/actor.cpp | 42 +- dali/public-api/actors/actor.h | 93 ++-- dali/public-api/actors/camera-actor.h | 4 +- dali/public-api/animation/constraint-functions.h | 64 +-- dali/public-api/animation/constraints.h | 12 +- dali/public-api/dynamics/dynamics-world.h | 2 +- dali/public-api/object/property-value.cpp | 4 +- dali/public-api/object/property-value.h | 4 +- 31 files changed, 515 insertions(+), 805 deletions(-) diff --git a/automated-tests/src/dali-internal/utc-Dali-Internal-Image-Culling.cpp b/automated-tests/src/dali-internal/utc-Dali-Internal-Image-Culling.cpp index f506cf2..e911d39 100644 --- a/automated-tests/src/dali-internal/utc-Dali-Internal-Image-Culling.cpp +++ b/automated-tests/src/dali-internal/utc-Dali-Internal-Image-Culling.cpp @@ -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 ) diff --git a/automated-tests/src/dali-internal/utc-Dali-Internal-Text-Culling.cpp b/automated-tests/src/dali-internal/utc-Dali-Internal-Text-Culling.cpp index 3077397..67ddad5 100644 --- a/automated-tests/src/dali-internal/utc-Dali-Internal-Text-Culling.cpp +++ b/automated-tests/src/dali-internal/utc-Dali-Internal-Text-Culling.cpp @@ -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 ) diff --git a/automated-tests/src/dali/utc-Dali-Actor.cpp b/automated-tests/src/dali/utc-Dali-Actor.cpp index 0a46942..ba07bb9 100644 --- a/automated-tests/src/dali/utc-Dali-Actor.cpp +++ b/automated-tests/src/dali/utc-Dali-Actor.cpp @@ -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 }, diff --git a/automated-tests/src/dali/utc-Dali-Animation.cpp b/automated-tests/src/dali/utc-Dali-Animation.cpp index a4917db..e313153 100644 --- a/automated-tests/src/dali/utc-Dali-Animation.cpp +++ b/automated-tests/src/dali/utc-Dali-Animation.cpp @@ -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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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; diff --git a/automated-tests/src/dali/utc-Dali-CameraActor.cpp b/automated-tests/src/dali/utc-Dali-CameraActor.cpp index 1a87e87..6d5cdc7 100644 --- a/automated-tests/src/dali/utc-Dali-CameraActor.cpp +++ b/automated-tests/src/dali/utc-Dali-CameraActor.cpp @@ -819,10 +819,10 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void) target.SetPosition(targetPosition); Constraint cameraOrientationConstraint = - Constraint::New ( Actor::Property::ROTATION, + Constraint::New ( 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 ( Actor::Property::ROTATION, + Constraint::New ( 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(); diff --git a/automated-tests/src/dali/utc-Dali-Constraint.cpp b/automated-tests/src/dali/utc-Dali-Constraint.cpp index bf86b03..2f7ae2a 100644 --- a/automated-tests/src/dali/utc-Dali-Constraint.cpp +++ b/automated-tests/src/dali/utc-Dali-Constraint.cpp @@ -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( Actor::Property::ROTATION, - Source( child, Actor::Property::WORLD_ROTATION ), + Constraint constraint = Constraint::New( 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( Actor::Property::ROTATION, - Source( actor1, Actor::Property::ROTATION ), + Constraint constraint4 = Constraint::New( 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 diff --git a/automated-tests/src/dali/utc-Dali-Handle.cpp b/automated-tests/src/dali/utc-Dali-Handle.cpp index 6bf95e2..1ff33c1 100644 --- a/automated-tests/src/dali/utc-Dali-Handle.cpp +++ b/automated-tests/src/dali/utc-Dali-Handle.cpp @@ -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 ) ); diff --git a/automated-tests/src/dali/utc-Dali-LongPressGestureDetector.cpp b/automated-tests/src/dali/utc-Dali-LongPressGestureDetector.cpp index 12740f8..d9fdd27 100644 --- a/automated-tests/src/dali/utc-Dali-LongPressGestureDetector.cpp +++ b/automated-tests/src/dali/utc-Dali-LongPressGestureDetector.cpp @@ -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; diff --git a/automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp b/automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp index 10b64f2..57d0651 100644 --- a/automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp +++ b/automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp @@ -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; diff --git a/automated-tests/src/dali/utc-Dali-PinchGestureDetector.cpp b/automated-tests/src/dali/utc-Dali-PinchGestureDetector.cpp index 3432e14..e9b3aaa 100644 --- a/automated-tests/src/dali/utc-Dali-PinchGestureDetector.cpp +++ b/automated-tests/src/dali/utc-Dali-PinchGestureDetector.cpp @@ -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; diff --git a/automated-tests/src/dali/utc-Dali-Scripting.cpp b/automated-tests/src/dali/utc-Dali-Scripting.cpp index f223874..72749df 100644 --- a/automated-tests/src/dali/utc-Dali-Scripting.cpp +++ b/automated-tests/src/dali/utc-Dali-Scripting.cpp @@ -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" ) ); diff --git a/automated-tests/src/dali/utc-Dali-TapGestureDetector.cpp b/automated-tests/src/dali/utc-Dali-TapGestureDetector.cpp index ded75a2..73f1668 100644 --- a/automated-tests/src/dali/utc-Dali-TapGestureDetector.cpp +++ b/automated-tests/src/dali/utc-Dali-TapGestureDetector.cpp @@ -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; diff --git a/dali/internal/event/actors/actor-impl.cpp b/dali/internal/event/actors/actor-impl.cpp index 7eee88a..5daf60f 100644 --- a/dali/internal/event/actors/actor-impl.cpp +++ b/dali/internal/event/actors/actor-impl.cpp @@ -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::Send( mStage->GetUpdateManager(), mNode, &mNode->mRotation, &AnimatableProperty::Bake, rotation ); + SceneGraph::NodePropertyMessage::Send( mStage->GetUpdateManager(), mNode, &mNode->mOrientation, &AnimatableProperty::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::Send( mStage->GetUpdateManager(), mNode, &mNode->mRotation, &AnimatableProperty::BakeRelative, Quaternion(angle, axis) ); + SceneGraph::NodePropertyMessage::Send( mStage->GetUpdateManager(), mNode, &mNode->mOrientation, &AnimatableProperty::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::Send( mStage->GetUpdateManager(), mNode, &mNode->mRotation, &AnimatableProperty::BakeRelative, relativeRotation ); + SceneGraph::NodePropertyMessage::Send( mStage->GetUpdateManager(), mNode, &mNode->mOrientation, &AnimatableProperty::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::Send( mStage->GetUpdateManager(), mNode, &mNode->mColor, &AnimatableProperty::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::Send( mStage->GetUpdateManager(), mNode, &mNode->mColor, &AnimatableProperty::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() ); + SetOrientation( property.Get() ); 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() ); + SetInheritOrientation( property.Get() ); 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: diff --git a/dali/internal/event/actors/actor-impl.h b/dali/internal/event/actors/actor-impl.h index b3aef89..d6a17db 100644 --- a/dali/internal/event/actors/actor-impl.h +++ b/dali/internal/event/actors/actor-impl.h @@ -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 diff --git a/dali/internal/event/actors/camera-actor-impl.cpp b/dali/internal/event/actors/camera-actor-impl.cpp index 4535c7b..a6842e0 100644 --- a/dali/internal/event/actors/camera-actor-impl.cpp +++ b/dali/internal/event/actors/camera-actor-impl.cpp @@ -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; } diff --git a/dali/internal/event/animation/animation-impl.cpp b/dali/internal/event/animation/animation-impl.cpp index 920479e..726ab3a 100644 --- a/dali/internal/event/animation/animation-impl.cpp +++ b/dali/internal/event/animation/animation-impl.cpp @@ -765,7 +765,7 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, { //Rotation animation AddAnimatorConnector( AnimatorConnector::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::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::New( actor, - Dali::Actor::Property::ROTATION, + Dali::Actor::Property::ORIENTATION, Property::INVALID_COMPONENT_INDEX, new RotateToQuaternion(rotation), alpha, diff --git a/dali/internal/event/common/stage-impl.cpp b/dali/internal/event/common/stage-impl.cpp index 1206662..7538712 100644 --- a/dali/internal/event/common/stage-impl.cpp +++ b/dali/internal/event/common/stage-impl.cpp @@ -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 ) ); diff --git a/dali/internal/update/dynamics/scene-graph-dynamics-body.cpp b/dali/internal/update/dynamics/scene-graph-dynamics-body.cpp index 9a62179..8f38082 100644 --- a/dali/internal/update/dynamics/scene-graph-dynamics-body.cpp +++ b/dali/internal/update/dynamics/scene-graph-dynamics-body.cpp @@ -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() ) { diff --git a/dali/internal/update/manager/update-algorithms.cpp b/dali/internal/update/manager/update-algorithms.cpp index 71581e0..ee4a4af 100644 --- a/dali/internal/update/manager/update-algorithms.cpp +++ b/dali/internal/update/manager/update-algorithms.cpp @@ -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) ); } } diff --git a/dali/internal/update/manager/update-manager-debug.cpp b/dali/internal/update/manager/update-manager-debug.cpp index 19f4168..44326ca 100644 --- a/dali/internal/update/manager/update-manager-debug.cpp +++ b/dali/internal/update/manager/update-manager-debug.cpp @@ -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) diff --git a/dali/internal/update/node-attachments/scene-graph-camera-attachment.cpp b/dali/internal/update/node-attachments/scene-graph-camera-attachment.cpp index 97b5fb3..14376be 100644 --- a/dali/internal/update/node-attachments/scene-graph-camera-attachment.cpp +++ b/dali/internal/update/node-attachments/scene-graph-camera-attachment.cpp @@ -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; } diff --git a/dali/internal/update/nodes/node.cpp b/dali/internal/update/nodes/node.cpp index 91636c8..6c2f437 100644 --- a/dali/internal/update/nodes/node.cpp +++ b/dali/internal/update/nodes/node.cpp @@ -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 ); diff --git a/dali/internal/update/nodes/node.h b/dali/internal/update/nodes/node.h index 637e05d..c12df1d 100644 --- a/dali/internal/update/nodes/node.h +++ b/dali/internal/update/nodes/node.h @@ -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 mSize; ///< Size is provided for layouting AnimatableProperty mPosition; ///< Local transform; distance between parent-origin & anchor-point - AnimatableProperty mRotation; ///< Local transform; rotation relative to parent node + AnimatableProperty mOrientation; ///< Local transform; rotation relative to parent node AnimatableProperty mScale; ///< Local transform; scale relative to parent node AnimatableProperty mVisible; ///< Visibility can be inherited from the Node hierachy AnimatableProperty 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 ) diff --git a/dali/public-api/actors/actor.cpp b/dali/public-api/actors/actor.cpp index e80ce20..8a327e3 100644 --- a/dali/public-api/actors/actor.cpp +++ b/dali/public-api/actors/actor.cpp @@ -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(); diff --git a/dali/public-api/actors/actor.h b/dali/public-api/actors/actor.h index a6f74fb..39ed418 100644 --- a/dali/public-api/actors/actor.h +++ b/dali/public-api/actors/actor.h @@ -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. diff --git a/dali/public-api/actors/camera-actor.h b/dali/public-api/actors/camera-actor.h index 6e5bb06..a1b0590 100644 --- a/dali/public-api/actors/camera-actor.h +++ b/dali/public-api/actors/camera-actor.h @@ -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. * */ diff --git a/dali/public-api/animation/constraint-functions.h b/dali/public-api/animation/constraint-functions.h index fb3b206..1abc9d3 100644 --- a/dali/public-api/animation/constraint-functions.h +++ b/dali/public-api/animation/constraint-functions.h @@ -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 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 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 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 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 Vector3Function; /** @@ -136,7 +136,7 @@ typedef boost::function Vector4Function; /** @@ -155,7 +155,7 @@ typedef boost::function QuaternionFunction; /** @@ -175,7 +175,7 @@ typedef boost::function BoolFunction; } // ParentConstraint diff --git a/dali/public-api/animation/constraints.h b/dali/public-api/animation/constraints.h index 391a998..7efc7a4 100644 --- a/dali/public-api/animation/constraints.h +++ b/dali/public-api/animation/constraints.h @@ -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 diff --git a/dali/public-api/dynamics/dynamics-world.h b/dali/public-api/dynamics/dynamics-world.h index 939c80a..b18b461 100644 --- a/dali/public-api/dynamics/dynamics-world.h +++ b/dali/public-api/dynamics/dynamics-world.h @@ -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. diff --git a/dali/public-api/object/property-value.cpp b/dali/public-api/object/property-value.cpp index b837baf..2d91f3e 100644 --- a/dali/public-api/object/property-value.cpp +++ b/dali/public-api/object/property-value.cpp @@ -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() ); diff --git a/dali/public-api/object/property-value.h b/dali/public-api/object/property-value.h index 5edfcea..55746bf 100644 --- a/dali/public-api/object/property-value.h +++ b/dali/public-api/object/property-value.h @@ -118,14 +118,14 @@ public: Value(const Rect& 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. */ -- 2.7.4