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=0bd51a0f8882743af3ed67111bf1ef678d7f10a1;hp=3d0a5d2b5ca9aff766e42336a13e5f8918e9381f;hb=df92f45e89c92ca9b2286d51116ff7b69e75c569;hpb=998d982768c7f211d948cfd7921ec27ff739ce49 diff --git a/docs/content/programming-guide/animation-rotation.h b/docs/content/programming-guide/animation-rotation.h index 3d0a5d2..0bd51a0 100644 --- a/docs/content/programming-guide/animation-rotation.h +++ b/docs/content/programming-guide/animation-rotation.h @@ -9,25 +9,21 @@ * * @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, AlphaFunction::EASE_IN_OUT); * mAnimation.Play(); * @endcode */