# Orx Learning

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en:tutorials:object_rotation_notes

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 en:tutorials:object_rotation_notes [2018/01/21 10:51 (2 years ago)]sausage created en:tutorials:object_rotation_notes [2018/02/14 08:46 (2 years ago)] Line 1: Line 1: - ====== Notes on Rotation ====== - - Article by gemberkoekje,​ taken from the old reference section. - ​ - - ==== orxObject_SetRotation ==== - - Rotation is set in radians. Zero rad vector is equivalent to (1, 0) vector in screen coordinates. In other words it is a horizontal line pointing from left to right. - - Positive rotation is set in clockwise direction. If vector origin was in the center of the screen, then 1 rad would point to the bottom right corner of the screen. - - ==== orxObject_SetAngularVelocity ==== - - Set angular velocity changes object rotation value over time. Setting positive value make object rotate clockwise. - - By default object starts with zero rotation angle which points horizontally from left to right. As object rotates a full circle its rotation angle value will not reset to zero. Instead it will continue to grow in positive or negative direction according to angular velocity value. - - Thus after one full circle the object rotation value will satisfy the condition: - - - orxMath_Abs(orxObject_GetRotation(obj)) >= orxMATH_KF_2_PI - ​ - - ==== orxObject_GetWorldRotation and orxObject_GetRotation ==== - - Returns current object rotation value in radians. The value returned can be any floating value. - - See ''​orxObject_SetRotation''​ for coordinate system reference.  ​ - See ''​orxObject_SetAngularVelocity''​ for discussion of continuous rotation. 