Use view.getRotation and view.getResolution instead of view.getState
view.getState calls 4 functions and creates an object and an array. It's more efficient to use view.getRotation and view.getResolution.
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@@ -88,16 +88,15 @@ ol.interaction.DragRotateAndZoom.handleDragEvent_ = function(mapBrowserEvent) {
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var theta = Math.atan2(delta.y, delta.x);
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var magnitude = delta.magnitude();
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var view = map.getView();
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var viewState = view.getState();
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map.render();
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if (goog.isDef(this.lastAngle_)) {
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var angleDelta = theta - this.lastAngle_;
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ol.interaction.Interaction.rotateWithoutConstraints(
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map, view, viewState.rotation - angleDelta);
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map, view, view.getRotation() - angleDelta);
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}
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this.lastAngle_ = theta;
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if (goog.isDef(this.lastMagnitude_)) {
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var resolution = this.lastMagnitude_ * (viewState.resolution / magnitude);
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var resolution = this.lastMagnitude_ * (view.getResolution() / magnitude);
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ol.interaction.Interaction.zoomWithoutConstraints(map, view, resolution);
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}
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if (goog.isDef(this.lastMagnitude_)) {
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@@ -121,10 +120,9 @@ ol.interaction.DragRotateAndZoom.handleUpEvent_ = function(mapBrowserEvent) {
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var map = mapBrowserEvent.map;
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var view = map.getView();
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view.setHint(ol.ViewHint.INTERACTING, -1);
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var viewState = view.getState();
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var direction = this.lastScaleDelta_ - 1;
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ol.interaction.Interaction.rotate(map, view, viewState.rotation);
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ol.interaction.Interaction.zoom(map, view, viewState.resolution,
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ol.interaction.Interaction.rotate(map, view, view.getRotation());
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ol.interaction.Interaction.zoom(map, view, view.getResolution(),
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undefined, this.duration_, direction);
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this.lastScaleDelta_ = 0;
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return false;
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