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rotation
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
|
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:
|
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
.