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# rotation

The orientation, as a vector of Euler angles in radians, of the transform relative to its parent coordinate space.

```
var rotation: vector_float3 { get set }
```

## Discussion

The three components of this vector describe counterclockwise rotation around the corresponding axes. In a coordinate system where the negative z-axis direction is considered “forward”, these components are pitch (rotation about the x-axis), yaw (rotation about the y-axis), and roll (rotation about the z-axis).

Together with the [`translation`](/documentation/ModelIO/MDLTransform/translation), [`scale`](/documentation/ModelIO/MDLTransform/scale), and [`shear`](/documentation/ModelIO/MDLTransform/shear) properties, this property defines the local coordinate space for any object affected by the transform, relative to a parent coordinate space. Use the [`matrix`](/documentation/ModelIO/MDLTransformComponent/matrix) property to work with the complete transform.

If the transform includes time-based information, reading this property returns the rotation as of the earliest time sample (as reported by the [`minimumTime`](/documentation/ModelIO/MDLTransformComponent/minimumTime) property). Writing to this property erases any time-sampled data for the rotation factor. To work with time-sampled data from an animated transform, use the [`rotation(atTime:)`](/documentation/ModelIO/MDLTransform/rotation(atTime:)) and [`setRotation(_:forTime:)`](/documentation/ModelIO/MDLTransform/setRotation(_:forTime:)) methods.

---

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