rotation
Note: This documentation is for the old 0.4.0 version of A-Frame. Check out the documentation for the current 1.6.0 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.
Axis | Description | Default Value |
---|---|---|
x | Roll, rotation about the X-axis. | 0 |
y | Pitch, rotation about the Y-axis. | 0 |
z | Yaw, rotation about the Z-axis. | 0 |
Relative Rotation
Child entities inherit from world-space rotations from parent entities. Consider this scene:
<a-entity id="parent" rotation="0 45 0"> |
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 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 15 45 30
.