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 1.6.0 version
The rotation component defines the orientation of an entity in degrees. 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 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
.
Updating Rotation
For performance and ergonomics, we recommend updating rotation directly via the
three.js Object3D .rotation
Euler (in radians) versus
via .setAttribute
.
This method is easier because we have access to all the Euler
utilities, and faster by skipping .setAttribute
overhead and not
needing to create an object to set rotation:
// With three.js |
Getting Rotation
Updates at the three.js level will still be reflected in A-Frame when doing
entityEl.getAttribute('rotation');
. When calling .getAttribute('rotation')
,
A-Frame will convert from radians to degrees and return a normal JavaScript
object with x/y/z properties.
See also reading position and rotation of the camera.
Order of Transformations
Transformations are applied to entities in this order:
- scale
- rotation
- position/translation