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style: Update the expected direction vector of rotate property in wpt.
For interpolations with the primitive rotate3d(), the direction vectors of
the transform functions get normalized first. This should also be applied to
rotate property.

Differential Revision:
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BorisChiou authored and emilio committed Nov 30, 2019
1 parent 246433a commit 9a43ad9
Showing 1 changed file with 7 additions and 2 deletions.
9 changes: 7 additions & 2 deletions components/style/values/animated/
Expand Up @@ -1249,7 +1249,11 @@ impl Animate for ComputedRotate {
match (self, other) {
(&Rotate::None, &Rotate::None) => Ok(Rotate::None),
(&Rotate::Rotate3D(fx, fy, fz, fa), &Rotate::None) => {
// No need to normalize `none`, so animate angle directly.
// We always normalize direction vector for rotate3d() first, so we should also
// apply the same rule for rotate property. In other words, we promote none into
// a 3d rotate, and normalize both direction vector first, and then do
// interpolation.
let (fx, fy, fz, fa) = transform::get_normalized_vector_and_angle(fx, fy, fz, fa);
Expand All @@ -1258,7 +1262,8 @@ impl Animate for ComputedRotate {
(&Rotate::None, &Rotate::Rotate3D(tx, ty, tz, ta)) => {
// No need to normalize `none`, so animate angle directly.
// Normalize direction vector first.
let (tx, ty, tz, ta) = transform::get_normalized_vector_and_angle(tx, ty, tz, ta);
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