This is an archived snapshot of W3C's public bugzilla bug tracker, decommissioned in April 2019. Please see the home page for more details.

Bug 29417 - rotate3d definition could be more explicit about normalization to unit vector
Summary: rotate3d definition could be more explicit about normalization to unit vector
Status: RESOLVED MOVED
Alias: None
Product: CSS
Classification: Unclassified
Component: Transforms (show other bugs)
Version: unspecified
Hardware: PC All
: P2 normal
Target Milestone: ---
Assignee: Simon Fraser
QA Contact: public-css-bugzilla
URL:
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2016-02-03 20:13 UTC by Mike Taylor
Modified: 2017-01-13 17:40 UTC (History)
7 users (show)

See Also:


Attachments

Description Mike Taylor 2016-02-03 20:13:15 UTC
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.")
Comment 1 Simon Fraser 2017-01-13 17:40:54 UTC
Migrated to https://github.com/w3c/csswg-drafts/issues/910