# .position

### 👍Is used in:

• `MeshComponent`
• `LightComponent`
• `CameraComponent`

position is a 3D vector (`THREE.Vector3`) object that defines where mesh is located in space.

``````ball.position.set(10, 20, 45);

ball.position.x // -> 10
ball.position.y // -> 20
ball.position.z // -> 45
``````

## Modifying values and methods

That's several examples of how you can modify positon:

• `ball.position.set( x, y, z )`
• `ball.position.setX( x )`, (`.setX()`, `.setY()`, `.setZ()` methods).
• `ball.position = new THREE.Vector3( x, y, z )`

There are a lot of other methods that `.position` handles as a `THREE.Vector3`. You may see the list of methods at Three.js documentation.

### 📘

`.position` is automatically applied to physics object if you use a Physics version [Todo: add link].

# .rotation

### 👍Is used in:

• `MeshComponent`
• `LightComponent`
• `CameraComponent`

Used in: `MeshComponent`, `LightComponent`, `CameraComponent`

rotation is a `THREE.Euler` with x, y and z values and has almost same methods as a `.position`. It defines a rotation regarding object position.

``````ball.rotation.set(10, 20, 45);

ball.rotation.x // -> 10
ball.rotation.y // -> 20
ball.rotation.z // -> 45
``````

## Modifying values and methods

Commonly used:

• `ball.rotation.set( x, y, z )`
• `ball.rotation.setX( x )`, (`.setX()`, `.setY()`, `.setZ()` methods).
• `ball.rotation = new THREE.Euler( x, y, z )`

See list of THREE.Euler methods at Three.js documentation.

### 📘

`.rotation` will be converted to a quaternion and applied to it's physics object linked to the component. (Only if you use a Physics version [Todo: add link]).

# .quaternion

### 👍Is used in:

• `MeshComponent`
• `LightComponent`
• `CameraComponent`

quaternion, `THREE.Quaternion` is another way to rotate 3D object in space. It has x, y, z and w values.

``````// Convert euler to quaternion.
ball.quaternion.setFromEuler(new THREE.Euler(Math.PI / 2, 0, 0));
// Set values.
ball.quaternion.set(10, 20, 45, 60);

ball.quaternion.x // -> 10
ball.quaternion.y // -> 20
ball.quaternion.z // -> 45
ball.quaternion.w // -> 60
``````

## Modifying values and methods

Commonly used:

• `ball.quaternion.set( x, y, z, w )`
• `ball.quaternion.setX( x )`, (`.setX()`, `.setY()`, `.setZ()`, `.setW()` methods).
• `ball.quaternion = new THREE.Quaternion( x, y, z, w )`
• `ball.quaternion.setFromEuler(new THREE.Euler( x, y, z ))`

See list of THREE.Quaternion methods at Three.js documentation.

# .scale

### 👍Is used in:

• `MeshComponent`

scale, `THREE.Vector3` is a vector that defines mesh scale.

``````ball.scale.set(2, 2, 2)

ball.scale.x // -> 2
ball.scale.y // -> 2
ball.scale.z // -> 2
``````

## Modifying values and methods

Commonly used:

• `ball.scale.set( x, y, z )`
• `ball.scale.setX( x )`, (`.setX()`, `.setY()`, `.setZ()` methods).
• `ball.scale= new THREE.Vector3( x, y, z )`

See list of THREE.Vector3 methods at Three.js documentation.