Transforms / 3D Rotation

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.
//! Illustrates how to rotate an object around an axis.

use bevy::prelude::*;

use std::f32::consts::TAU;

// Define a component to designate a rotation speed to an entity.
struct Rotatable {
    speed: f32,

fn main() {
        .add_systems(Startup, setup)
        .add_systems(Update, rotate_cube)

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Spawn a cube to rotate.
        PbrBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(Color::WHITE),
            transform: Transform::from_translation(Vec3::ZERO),
        Rotatable { speed: 0.3 },

    // Spawn a camera looking at the entities to show what's happening in this example.
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),

    // Add a light source so we can see clearly.
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),

// This system will rotate any entity in the scene with a Rotatable component around its y-axis.
fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
    for (mut transform, cube) in &mut cubes {
        // The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
        // and then multiplied by delta_seconds which is the time that passed last frame.
        // In other words. Speed is equal to the amount of rotations per second.
        transform.rotate_y(cube.speed * TAU * timer.delta_seconds());