rotation

NOTE: This version of the documentation tracks unstable development happening on A-Frame’s master branch. If you wish to try it out, grab the unstable build. Otherwise, head to the documentation for the current 0.7.0 version

The rotation component defines the orientation of an entity. It takes the pitch (x), yaw (y), and roll (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 Pitch, rotation about the X-axis. 0
y Yaw, rotation about the Y-axis. 0
z Roll, 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">
<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 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.