- From: <bugzilla@jessica.w3.org>
- Date: Wed, 03 Feb 2016 20:13:15 +0000
- To: public-css-bugzilla@w3.org
https://www.w3.org/Bugs/Public/show_bug.cgi?id=29417
Bug ID: 29417
Summary: rotate3d definition could be more explicit about
normalization to unit vector
Product: CSS
Version: unspecified
Hardware: PC
OS: All
Status: NEW
Severity: normal
Priority: P2
Component: Transforms
Assignee: smfr@me.com
Reporter: miketaylr@gmail.com
QA Contact: public-css-bugzilla@w3.org
CC: ayg@aryeh.name, cmarrin@apple.com, dino@apple.com,
dschulze@adobe.com, eoconnor@apple.com, smfr@me.com
Target Milestone: ---
https://drafts.csswg.org/css-transforms/#funcdef-rotate3d, rotate3d is defined
as:
specifies a 3D rotation by the angle specified in last parameter about the
[x,y,z] direction vector described by the first three parameters. A direction
vector that cannot be normalized, such as [0,0,0], will cause the rotation to
not be applied.
The second sentence implies normalization, but the first could be more explicit
I think.
(Down in
https://www.w3.org/TR/css-transforms-1/#interpolation-of-transform-functions,
it does talk about normalization for rotate3d:
"The transform functions matrix(), matrix3d() and perspective() get converted
into 4x4 matrices first and interpolated as defined in section Interpolation of
Matrices afterwards.
For interpolations with the primitive rotate3d(), the direction vectors of the
transform functions get normalized first. If the normalized vectors are equal,
the rotation angle gets interpolated numerically.")
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Received on Wednesday, 3 February 2016 20:13:23 UTC