rotation

Note: This documentation is for the old 0.3.0 version of A-Frame. Check out the documentation for the current 0.5.0 version

The rotation component defines the orientation of an entity. It takes the roll (x), pitch (y), and yaw (z) as three space-delimited numbers indicating degrees of rotation.

All entities inherently have the rotation component.

Example

<a-entity rotation="45 90 180"></a-entity>

Value

A-Frame uses a right-handed coordinate system. When aligning our right hand’s thumb with a positive axis, our hand will curl in the positive direction of rotation.

AxisDescriptionDefault Value
xRoll, rotation about the X-axis.0
yPitch, rotation about the Y-axis.0
zYaw, rotation about the Z-axis.0

Relative Rotation

World-space rotations of child entities are inherited from parent entities. Consider this scene:

<a-entity id="parent" rotation="0 45 0">
<a-entity id="child-1"></a-entity>
<a-entity id="child-2" rotation="15 45 30"></a-entity>
</a-entity>

The world-space rotation of #child1 would be 0 45 0 as inherited by the entity. In the local parent’s space, #child1‘s rotation would be seen as 0 0 0.

The world-space rotation of #child2 would be 15 90 30, by combining the rotation with the parent entity. In the parent’s local space, #child2‘s rotation would be seen as 15 45 30.