# 3D transforms ### `.position` > Used in: `MeshComponent`, `LightComponent`, `CameraComponent` **position** is a 3D vector ([`THREE.Vector3`](https://threejs.org/docs/index.html#api/math/Vector3)) object that defines where mesh is located in space. ```js 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](https://threejs.org/docs/index.html#api/math/Vector3.set) at Three.js documentation. ### `.rotation` > Used in: `MeshComponent`, `LightComponent`, `CameraComponent` **rotation** is a [`THREE.Euler`](https://threejs.org/docs/index.html#api/math/Euler) with _x, y and z_ values and has almost same methods as a `.position`. It defines a rotation regarding object position. #### 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](https://threejs.org/docs/index.html#api/math/Euler.set) 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` > Used in: `MeshComponent`, `LightComponent`, `CameraComponent` **quaternion**, [`THREE.Quaternion`](https://threejs.org/docs/#api/math/Quaternion) is another way to rotate 3D object in space. It has _x, y, z and w_ values. ```js // 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](https://threejs.org/docs/#api/math/Quaternion.set) at Three.js documentation. ## `.scale` > Used in: `MeshComponent` **scale**, [`THREE.Vector3`](https://threejs.org/docs/index.html#api/math/Vector3) is a vector that defines mesh scale. ```js 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](https://threejs.org/docs/index.html#api/math/Vector3.set) at Three.js documentation. [> Usage with webpack](Usage%20with%20webpack.md)