*
* @code
* Dali::Actor actor;
- * actor.SetRotation(Quaternion(Radian(Degree(45.0f)).value, Vector3::XAXIS)),
+ * actor.SetOrientation(Quaternion(Radian(Degree(45.0f)).value, Vector3::XAXIS)),
*
* Quaternion q(Radian(Degree(30.0f)).value, Vector3(1.0f, 1.0f, 0.0f));
* actor.RotateBy(q);
* @endcode
*
- * The Dali::Animation class provides several RotateTo methods that
- * use \ref Dali::Quaternion "Quaternions" directly. The other
- * RotateTo methods are specified using Axis+Angle, and these convert
- * to Quaternion internally. You will only need to use the quaternion
- * based methods when you are doing something more complex than
- * initialising with Axis+Angle, such as applying several rotations
- * together.
+ * The Dali::Animation class provides several AnimateTo methods that
+ * use \ref Dali::Quaternion "Quaternions" directly to change the orientation.
+ *
* @code
* mAnimation = Animation::New(5.0f); // 5 seconds
* Quaternion q(Radian(Degree(45.0f)).value, Vector3::YAXIS);
* Quaternion r(Radian(Degree(30.0f)).value, Vector3::ZAXIS);
* q *= r;
- * mAnimation.RotateTo(mActor, q, AlphaFunctions::EaseInOut);
+ * mAnimation.AnimateTo(Property(mActor, Actor::Property::ORIENTATION), q, AlphaFunctions::EaseInOut);
* mAnimation.Play();
* @endcode
*/