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This repository has been archived by the owner on Aug 8, 2023. It is now read-only.
Over in #68 we brought in the new POI rendering, but the map->startRotating() etc. feels heavy-handed since:
We immediately call map->rotate() etc. for events like these.
There are timeouts, animations, and successive cancellations of each involved.
It feels like the Transform should know when it's rotating/panning/scaling and adjust sprite interpolation accordingly, without having to enter and exit these modes at the platform level.
For example, couldn't it check if active animations involving the angle/offset/scale are occurring presently and flip the switch then?
This brings the easing transition code a bit closer to how easings work
in gl-js. Instead of having an array of individual transitions for scale,
rotate, and pan, there is a single transition function that does all the
required calculations. This permits us to:
* Eliminate the "timeout" transition. (Fixes#126)
* Remove the start/stopPanning() and similar functions from the API. The
transform is capable of determining when a transition that affects the
pan position is in effect. (Fixes#79)
* Run style recalculations only when an ease transition that affects the
zoom is in progress. (Fixes#1155)
Over in #68 we brought in the new POI rendering, but the
map->startRotating()
etc. feels heavy-handed since:map->rotate()
etc. for events like these.It feels like the
Transform
should know when it's rotating/panning/scaling and adjust sprite interpolation accordingly, without having to enter and exit these modes at the platform level.For example, couldn't it check if active animations involving the angle/offset/scale are occurring presently and flip the switch then?
Thoughts @kkaefer?
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