X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fanimation-rotation.h;h=0351ec949dbdf98ae9834811b6f50be8960fbcf2;hp=2e010445bc2960763c36b33c5e5fd31af65a15b4;hb=cd7d41bc8e0a0816da28401207091344fbbe0b2c;hpb=2ec164cd618f93ccafe17b1d0b8ff16401ed4aef diff --git a/docs/content/programming-guide/animation-rotation.h b/docs/content/programming-guide/animation-rotation.h index 2e01044..0351ec9 100644 --- a/docs/content/programming-guide/animation-rotation.h +++ b/docs/content/programming-guide/animation-rotation.h @@ -15,19 +15,15 @@ * 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 */