const float angle = (rand()%360) * Math::PI / 180.0f;
Vector3 position(sin(angle) * length, -cos(angle) * length, zOffset);
const float scale(1.2f);
- const float rotate = ((rand()%30) - 15) * Math::PI / 180.0f;
+ const Radian rotate( Degree( (rand()%30) - 15 ) );
position += childInfo.mActor.GetCurrentPosition();
unsigned int index = attributes[0].Get<float>();
Vector3 position;
Vector3 scale(Vector3::ONE);
- Quaternion rotation(0.0f, Vector3::ZAXIS);
+ Quaternion rotation( Dali::ANGLE_0, Vector3::ZAXIS );
DALI_ASSERT_ALWAYS(attributes[1].GetType() == Property::VECTOR3);
attributes[1].Get(position);