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Data type

CFrame

A data type that represents both a 3D position and orientation.

The CFrame data type, short for coordinate frame, describes a 3D position and orientation. It is made up of a positional component and a rotational component and includes essential arithmetic operations for working with 3D data on Roblox.

Luau
-- Create a CFrame at a certain position and Euler rotation
local cf = CFrame.new(0, 5, 0) * CFrame.fromEulerAngles(math.rad(45), 0, 0)

For an introduction to the CFrame data type, see CFrames.

Positional Component#

The positional component is available as a Vector3. In addition, the components of a CFrame object's position are also available in the X, Y and Z properties like a Vector3.

Rotational Component#

CFrame stores 3D rotation data in a 3×3 rotation matrix. These values are returned by the CFrame:GetComponents() function after the x, y and z positional values. This matrix is used internally when doing calculations involving rotations, using radians as their unit (for conversion from one to the other, use math.rad() or math.deg()). For more information on how the Roblox Engine performs rotations, see RotationOrder.

The table below represents the components of a CFrame object's rotation matrix and their relationship with the available vector properties such as LookVector and RightVector. Although the individual components of the rotation matrix are rarely useful by themselves, the vector properties which derive from them are much more useful.

XVector, RightVector YVector, UpVector ZVector, -LookVector†
R00 R01 R02
R10 R11 R12
R20 R21 R22
† Unlike the others, Datatype.CFrame.LookVector|LookVector represents the negated column components. The Datatype.CFrame.LookVector|LookVector is useful because many Class.Instance|Instances such as the Class.Camera|Camera and Class.Attachment|Attachments treat that vector as the direction the instance is pointing.

Constructors 16#

newReturns a blank identity CFrame.
newReturns a CFrame with no rotation with the position of the provided Vector3.
newReturns a CFrame with the position of the first Vector3 and an orientation pointed toward the second.
newReturns a CFrame with a position comprised of the provided x, y, and z components.
newReturns a CFrame from position (x, y, z) and quaternion (qX, qY, qZ, qW).
newReturns a CFrame from position (x, y, z) with an orientation specified by the rotation matrix.
lookAtReturns a CFrame with the position of the first Vector3 and an orientation pointed toward the second.
lookAlongReturns a CFrame with the position of the first Vector3 and an orientation directed along the second.
fromRotationBetweenVectorsReturns a CFrame representing the orientation needed to rotate from the first Vector3 to the second, with the position set to zero.
fromEulerAnglesReturns a rotated CFrame from angles rx, ry, and rz in radians. Rotations are applied in the optional RotationOrder with a default of XYZ.
fromEulerAnglesXYZReturns a rotated CFrame from angles rx, ry, and rz in radians using RotationOrder.XYZ.
fromEulerAnglesYXZReturns a rotated CFrame from angles rx, ry, and rz in radians using RotationOrder.YXZ.
AnglesEquivalent to fromEulerAnglesXYZ().
fromOrientationEquivalent to fromEulerAnglesYXZ().
fromAxisAngleReturns a rotated CFrame from a unit Vector3 and a rotation in radians.
fromMatrixReturns a CFrame from a translation and the columns of a rotation matrix.

new()#

Creates an identity CFrame with position (0, 0, 0) and no rotation (identity rotation matrix). This is equivalent to CFrame.identity.

new(pos: Vector3)#

Returns a CFrame positioned at pos with no rotation (identity rotation matrix). The orientation defaults to the identity, meaning the local axes align with the world axes.

NameTypeDefaultDescription
posVector3The 3D position for the new CFrame.

new(pos: Vector3, lookAt: Vector3)#

Returns a new CFrame located at pos and facing towards lookAt, assuming that (0, 1, 0) is considered "up" in world space.

This constructor overload has been replaced by CFrame.lookAt(), which accomplishes a similar goal. It remains for the sake of backward compatibility.

At high pitch angles (around 82 degrees), you may experience numerical instability. If this is an issue, or if you require a different "up" vector, use CFrame.fromMatrix() to more accurately construct the CFrame. Additionally, if lookAt is directly above pos (pitch angle of 90 degrees), the "up" vector switches to the X axis.

NameTypeDefaultDescription
posVector3The world-space position of the CFrame.
lookAtVector3The world-space point the CFrame should face toward.

new(x: number, y: number, z: number)#

Returns a CFrame positioned at (x, y, z) with no rotation (identity rotation matrix). This is equivalent to CFrame.new(Vector3.new(x, y, z)).

NameTypeDefaultDescription
xnumberThe X component of the position.
ynumberThe Y component of the position.
znumberThe Z component of the position.

new(x: number, y: number, z: number, qX: number, qY: number, qZ: number, qW: number)#

Returns a CFrame from position (x, y, z) and quaternion (qX, qY, qZ, qW). The quaternion is expected to be of unit length to represent a valid rotation. If this isn't the case, the quaternion will be normalized.

NameTypeDefaultDescription
xnumberThe X component of the position.
ynumberThe Y component of the position.
znumberThe Z component of the position.
qXnumberThe X component of the quaternion rotation.
qYnumberThe Y component of the quaternion rotation.
qZnumberThe Z component of the quaternion rotation.
qWnumberThe W (scalar) component of the quaternion rotation.

new(x: number, y: number, z: number, R00: number, R01: number, R02: number, R10: number, R11: number, R12: number, R20: number, R21: number, R22: number)#

Creates a CFrame from position (x, y, z) with an orientation specified by the rotation matrix.

[[R00 R01 R02] [R10 R11 R12] [R20 R21 R22]]

NameTypeDefaultDescription
xnumberThe X component of the position.
ynumberThe Y component of the position.
znumberThe Z component of the position.
R00numberThe row 1, column 1 element of the rotation matrix.
R01numberThe row 1, column 2 element of the rotation matrix.
R02numberThe row 1, column 3 element of the rotation matrix.
R10numberThe row 2, column 1 element of the rotation matrix.
R11numberThe row 2, column 2 element of the rotation matrix.
R12numberThe row 2, column 3 element of the rotation matrix.
R20numberThe row 3, column 1 element of the rotation matrix.
R21numberThe row 3, column 2 element of the rotation matrix.
R22numberThe row 3, column 3 element of the rotation matrix.

lookAt(at: Vector3, lookAt: Vector3, up: Vector3 = Vector3.yAxis)#

Returns a new CFrame with the position of at and facing towards lookAt, optionally specifying the upward direction (up) with a default of (0, 1, 0).

NameTypeDefaultDescription
atVector3The world-space position of the CFrame.
lookAtVector3The world-space point the CFrame should face toward.
upVector3Vector3.yAxisThe unit vector specifying the upward direction. Defaults to (0, 1, 0).

lookAlong(at: Vector3, direction: Vector3, up: Vector3 = Vector3.yAxis)#

Returns a new CFrame with the position of at and facing along direction, optionally specifying the upward direction (up) with a default of (0, 1, 0).

This constructor is equivalent to CFrame.lookAt(at, at + direction).

NameTypeDefaultDescription
atVector3The world-space position of the CFrame.
directionVector3The direction the CFrame should face along.
upVector3Vector3.yAxisThe unit vector specifying the upward direction. Defaults to (0, 1, 0).

fromRotationBetweenVectors(from: Vector3, to: Vector3)#

Returns a CFrame whose rotation represents the shortest-arc rotation that aligns vector from with vector to. The input vectors do not need to be unit length; they are normalized internally. The resulting CFrame has its position set to (0, 0, 0).

Luau
-- Rotate a direction to face another direction
local from = Vector3.new(0, 1, 0)
local to = Vector3.new(1, 0, 0)
local cf = CFrame.fromRotationBetweenVectors(from, to)
print(cf * from) --> approximately (1, 0, 0)
NameTypeDefaultDescription
fromVector3Vector representing the "from" direction.
toVector3Vector representing the "to" direction.

fromEulerAngles(rx: number, ry: number, rz: number, order: RotationOrder = Enum.RotationOrder.XYZ)#

Returns a rotated CFrame from angles rx, ry, and rz in radians. Rotations are applied in the optional RotationOrder with a default of XYZ, equivalent to:

Luau
local rx, ry, rz = math.rad(30), math.rad(45), math.rad(60)
local cframe = CFrame.fromEulerAngles(rx, 0, 0) -- X
               * CFrame.fromEulerAngles(0, ry, 0) -- Y
               * CFrame.fromEulerAngles(0, 0, rz) -- Z
local rx_out, ry_out, rz_out = cframe:ToEulerAnglesXYZ()
print(string.format("rx: %.2f, ry: %.2f, rz: %.2f", math.deg(rx_out), math.deg(ry_out), math.deg(rz_out))) --> rx: 30.00, ry: 45.00, rz: 60.00
NameTypeDefaultDescription
rxnumberRotation angle around the X axis in radians.
rynumberRotation angle around the Y axis in radians.
rznumberRotation angle around the Z axis in radians.
orderRotationOrderEnum.RotationOrder.XYZThe order in which rotations are applied.

fromEulerAnglesXYZ(rx: number, ry: number, rz: number)#

Returns a rotated CFrame from angles rx, ry, and rz in radians using RotationOrder.XYZ, equivalent to:

Luau
local rx, ry, rz = math.rad(30), math.rad(45), math.rad(60)
local cframe = CFrame.fromEulerAngles(rx, 0, 0) -- X
               * CFrame.fromEulerAngles(0, ry, 0) -- Y
               * CFrame.fromEulerAngles(0, 0, rz) -- Z
local rx_out, ry_out, rz_out = cframe:ToEulerAnglesXYZ()
print(string.format("rx: %.2f, ry: %.2f, rz: %.2f", math.deg(rx_out), math.deg(ry_out), math.deg(rz_out))) --> rx: 30.00, ry: 45.00, rz: 60.00
NameTypeDefaultDescription
rxnumberRotation angle around the X axis in radians.
rynumberRotation angle around the Y axis in radians.
rznumberRotation angle around the Z axis in radians.

fromEulerAnglesYXZ(rx: number, ry: number, rz: number)#

Returns a rotated CFrame from angles rx, ry, and rz in radians using RotationOrder.YXZ, equivalent to:

Luau
local rx, ry, rz = math.rad(30), math.rad(45), math.rad(60)
local cframe = CFrame.fromEulerAngles(0, ry, 0) -- Y
               * CFrame.fromEulerAngles(rx, 0, 0) -- X
               * CFrame.fromEulerAngles(0, 0, rz) -- Z
local rx_out, ry_out, rz_out = cframe:ToEulerAnglesYXZ()
print(string.format("rx: %.2f, ry: %.2f, rz: %.2f", math.deg(rx_out), math.deg(ry_out), math.deg(rz_out))) --> rx: 30.00, ry: 45.00, rz: 60.00
NameTypeDefaultDescription
rxnumberRotation angle around the X axis in radians.
rynumberRotation angle around the Y axis in radians.
rznumberRotation angle around the Z axis in radians.

Angles(rx: number, ry: number, rz: number)#

Equivalent to fromEulerAnglesXYZ().

NameTypeDefaultDescription
rxnumberRotation angle around the X axis in radians.
rynumberRotation angle around the Y axis in radians.
rznumberRotation angle around the Z axis in radians.

fromOrientation(rx: number, ry: number, rz: number)#

Equivalent to fromEulerAnglesYXZ().

NameTypeDefaultDescription
rxnumberRotation angle around the X axis in radians.
rynumberRotation angle around the Y axis in radians.
rznumberRotation angle around the Z axis in radians.

fromAxisAngle(v: Vector3, r: number)#

Returns a CFrame rotated r radians around the axis v. The axis vector is normalized internally, so it does not need to be unit length. The resulting CFrame has no translation (position is (0, 0, 0)). A positive angle represents a counter-clockwise rotation when looking from the tip of the axis vector toward the origin (right-hand rule).

Luau
-- Rotate 90 degrees around the Y axis
local cf = CFrame.fromAxisAngle(Vector3.yAxis, math.rad(90))
NameTypeDefaultDescription
vVector3The axis of rotation (normalized internally).
rnumberThe rotation angle in radians.

fromMatrix(pos: Vector3, vX: Vector3, vY: Vector3, vZ: Vector3)#

Returns a CFrame from a translation and the columns of a rotation matrix. If vZ is excluded, the third column is calculated as vX:Cross(vY).Unit.

NameTypeDefaultDescription
posVector3The 3D position of the CFrame.
vXVector3Equivalent to RightVector.
vYVector3Equivalent to UpVector.
vZVector3Equivalent to -LookVector.

Constants 1#

identityAn identity CFrame with no translation or rotation.

identity: CFrame#

An identity CFrame with no translation or rotation. This property is a constant and must be accessed globally as opposed to through an individual CFrame object.

Properties 12#

identityCFrameAn identity CFrame with no translation or rotation.
PositionVector3The 3D position of the CFrame.
RotationCFrameA copy of the CFrame with no translation.
XnumberThe X coordinate of the position.
YnumberThe Y coordinate of the position.
ZnumberThe Z coordinate of the position.
LookVectorVector3The forward-direction component of the CFrame object's orientation, equivalent to the negated form of ZVector.
RightVectorVector3The right-direction component of the CFrame object's orientation.
UpVectorVector3The up-direction component of the CFrame object's orientation.
XVectorVector3Equivalent to RightVector.
YVectorVector3Equivalent to UpVector.
ZVectorVector3The Z component of the CFrame object's orientation. Equivalent to the third column of the rotation matrix.

identity: CFrame#

An identity CFrame with no translation or rotation. This property is a constant and must be accessed globally as opposed to through an individual CFrame object.

Position: Vector3#

The positional component of the CFrame as a Vector3. Equivalent to Vector3.new(cf.X, cf.Y, cf.Z).

Rotation: CFrame#

A copy of the CFrame with the positional component set to (0, 0, 0), retaining only the rotational component. Useful for isolating a CFrame object's orientation independent of its position.

X: number#

The X component of the CFrame object's world-space position. Equivalent to CFrame.Position.X.

Y: number#

The Y component of the CFrame object's world-space position. Equivalent to CFrame.Position.Y.

Z: number#

The Z component of the CFrame object's world-space position. Equivalent to CFrame.Position.Z.

LookVector: Vector3#

The forward-direction component of the CFrame object's orientation, equivalent to the negated ZVector or the negated third column of the rotation matrix.

Luau
local cf = CFrame.new(0, 0, 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()

print(cf.LookVector)     --> (-0, -0, -1)
print(-cf.ZVector)       --> (-0, -0, -1)
print(-R02, -R12, -R22)  --> (-0 -0 -1)

Adding a CFrame object's LookVector to itself produces a CFrame moved forward in whichever direction it's facing by 1 unit.

RightVector: Vector3#

The right-direction component of the CFrame object's orientation. Equivalent to XVector or the first column of the rotation matrix.

Luau
local cf = CFrame.new(0, 0, 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()

print(cf.RightVector)  --> (1, 0, 0)
print(cf.XVector)      --> (1, 0, 0)
print(R00, R10, R20)   --> (1 0 0)

UpVector: Vector3#

The up-direction component of the CFrame object's orientation. Equivalent to YVector or the second column of the rotation matrix.

Luau
local cf = CFrame.new(0, 0, 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()

print(cf.UpVector)    --> (0, 1, 0)
print(cf.YVector)     --> (0, 1, 0)
print(R01, R11, R21)  --> (0 1 0)

XVector: Vector3#

The X component of the CFrame object's orientation. Equivalent to RightVector or the first column of the rotation matrix.

Luau
local cf = CFrame.new(0, 0, 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()

print(cf.XVector)      --> (1, 0, 0)
print(cf.RightVector)  --> (1, 0, 0)
print(R00, R10, R20)   --> (1 0 0)

YVector: Vector3#

The Y component of the CFrame object's orientation. Equivalent to UpVector or the second column of the rotation matrix.

Luau
local cf = CFrame.new(0, 0, 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()

print(cf.YVector)     --> (0, 1, 0)
print(cf.UpVector)    --> (0, 1, 0)
print(R01, R11, R21)  --> (0 1 0)

ZVector: Vector3#

The Z component of the CFrame object's orientation. Equivalent to the negated LookVector or the third column of the rotation matrix.

Luau
local cf = CFrame.new(0, 0, 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()

print(cf.ZVector)      --> (0, 0, 1)
print(-cf.LookVector)  --> (0, 0, 1)
print(R02, R12, R22)   --> (0 0 1)

Methods 18#

InverseReturns the inverse of the CFrame.
LerpReturns a CFrame interpolated between itself and goal by the fraction alpha.
OrthonormalizeReturns an orthonormalized copy of the CFrame.
ToWorldSpaceReceives one or more CFrame objects and returns them transformed from object to world space.
ToObjectSpaceReceives one or more CFrame objects and returns them transformed from world to object space.
PointToWorldSpaceReceives one or more Vector3 objects and returns them transformed from object to world space.
PointToObjectSpaceReceives one or more Vector3 objects and returns them transformed from world to object space.
VectorToWorldSpaceReceives one or more Vector3 objects and returns them rotated from object to world space.
VectorToObjectSpaceReceives one or more Vector3 objects and returns them rotated from world to object space.
GetComponentsReturns the values x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, and R22, where x y z represent the position of the CFrame and R00‑R22 represent its 3×3 rotation matrix.
ToEulerAnglesReturns approximate angles that could be used to generate the CFrame using the optional RotationOrder.
ToEulerAnglesXYZReturns the approximate angles (in radians) that could be used to generate the CFrame using RotationOrder.XYZ.
ToEulerAnglesYXZReturns the approximate angles (in radians) that could be used to generate the CFrame using RotationOrder.YXZ.
ToOrientationReturns the approximate angles (in radians) that could be used to generate the CFrame using the YXZ rotation order.
ToAxisAngleReturns a tuple containing a unit Vector3 axis and a rotation angle in radians.
componentsEquivalent to CFrame:GetComponents().
FuzzyEqReturns true if the other CFrame is sufficiently close to this CFrame in both position and rotation.
AngleBetweenReturns the angle, in radians, between the orientation of one CFrame and another.

Inverse(): CFrame#

Returns the inverse of the CFrame, representing the transformation that undoes the original. For any CFrame cf, the expression cf * cf:Inverse() produces the identity CFrame. The inverse reverses both the rotation (transposing the rotation matrix) and the translation.

Returns
  • CFrame — The inverse CFrame that reverses this transformation.

Lerp(goal: CFrame, alpha: number): CFrame#

Returns a CFrame interpolated between itself and goal by the fraction alpha. The positional component is interpolated linearly while the rotational component is interpolated using spherical linear interpolation (slerp), producing a constant-speed rotation along the shortest arc. An alpha of 0 returns the original CFrame and an alpha of 1 returns goal.

NameTypeDefaultDescription
goalCFrameThe target CFrame to interpolate toward.
alphanumberThe interpolation fraction, where 0 is the original and 1 is goal.
Returns
  • CFrame — The interpolated CFrame between the original and goal.

Orthonormalize(): CFrame#

Returns an orthonormalized copy of the CFrame. The BasePart.CFrame property automatically applies orthonormalization, but other APIs which take CFrames do not, so this method is occasionally necessary when incrementally updating a CFrame and using it with them.

Returns
  • CFrame — A copy of this CFrame with its rotation matrix orthonormalized.

ToWorldSpace(...: Tuple<CFrame>): Tuple<CFrame>#

Receives one or more CFrame objects and returns them transformed from object to world space. Equivalent to:

CFrame * cf

Luau
local cf = CFrame.new(5, 10, 0)

local offset = CFrame.new(0, 2, 0)

-- Output world space of offset CFrame relative to calling CFrame
print(cf:ToWorldSpace(offset))  --> 5, 12, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1
NameTypeDefaultDescription
...Tuple<CFrame>One or more CFrames specified in object (local) space.
Returns
  • Tuple<CFrame> — The CFrames transformed into world space.

ToObjectSpace(...: Tuple<CFrame>): Tuple<CFrame>#

Receives one or more CFrame objects and returns them transformed from world to object space. Equivalent to:

CFrame:Inverse() * cf

NameTypeDefaultDescription
...Tuple<CFrame>One or more CFrames specified in world space.
Returns
  • Tuple<CFrame> — The CFrames transformed into object (local) space.

PointToWorldSpace(...: Tuple<Vector3>): Tuple<Vector3>#

Receives one or more Vector3 objects and returns them transformed from object to world space. Equivalent to:

CFrame * v3

Luau
local cf = CFrame.new(5, 10, 0)

-- Output core world space of the CFrame
print(cf:PointToWorldSpace())  --> 5, 10, 0
-- Output world space of a Vector3 (0, 4, 0) relative to the CFrame (object space)
print(cf:PointToWorldSpace(Vector3.new(0, 4, 0)))  --> 5, 14, 0
NameTypeDefaultDescription
...Tuple<Vector3>One or more points specified in object (local) space.
Returns
  • Tuple<Vector3> — The points transformed into world space.

PointToObjectSpace(...: Tuple<Vector3>): Tuple<Vector3>#

Receives one or more Vector3 objects and returns them transformed from world to object space. Equivalent to:

CFrame:Inverse() * v3

NameTypeDefaultDescription
...Tuple<Vector3>One or more points specified in world space.
Returns
  • Tuple<Vector3> — The points transformed into object (local) space.

VectorToWorldSpace(...: Tuple<Vector3>): Tuple<Vector3>#

Receives one or more Vector3 objects and returns them rotated from object to world space. Equivalent to:

(CFrame - CFrame.Position) * v3

NameTypeDefaultDescription
...Tuple<Vector3>One or more direction vectors specified in object (local) space.
Returns
  • Tuple<Vector3> — The vectors rotated into world space (translation ignored).

VectorToObjectSpace(...: Tuple<Vector3>): Tuple<Vector3>#

Receives one or more Vector3 objects and returns them rotated from world to object space. Equivalent to:

(CFrame:Inverse() - CFrame:Inverse().Position) * v3

NameTypeDefaultDescription
...Tuple<Vector3>One or more direction vectors specified in world space.
Returns
  • Tuple<Vector3> — The vectors rotated into object (local) space (translation ignored).

GetComponents(): Tuple#

Returns the 12 numeric components of the CFrame as a tuple: x, y, z (position), followed by R00, R01, R02, R10, R11, R12, R20, R21, R22 (the 3×3 rotation matrix in row-major order). This is the reverse of the 12-argument CFrame.new() constructor.

Luau
local cf = CFrame.new(1, 2, 3) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
local x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = cf:GetComponents()
Returns
  • Tuple — The 12 numeric values: x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22.

ToEulerAngles(order: RotationOrder = Enum.RotationOrder.XYZ): number, number, number#

Returns approximate angles that could be used to generate the CFrame using the optional RotationOrder. If you don't provide order, the method uses RotationOrder.XYZ.

NameTypeDefaultDescription
orderRotationOrderEnum.RotationOrder.XYZThe rotation order used for decomposition.
Returns
  • number — The X-axis rotation angle in radians.
  • number — The Y-axis rotation angle in radians.
  • number — The Z-axis rotation angle in radians.

ToEulerAnglesXYZ(): number, number, number#

Returns the approximate angles, in radians, that could be used to generate the CFrame using RotationOrder.XYZ. The three returned values represent rotations around the X, Y, and Z axes respectively. Due to the nature of Euler angle decomposition, the angles are approximate and subject to gimbal lock near pitch angles of ±90 degrees.

Returns
  • number — The X-axis rotation angle in radians.
  • number — The Y-axis rotation angle in radians.
  • number — The Z-axis rotation angle in radians.

ToEulerAnglesYXZ(): number, number, number#

Returns the approximate angles, in radians, that could be used to generate the CFrame using RotationOrder.YXZ. The three returned values represent rotations around the X, Y, and Z axes respectively. Due to the nature of Euler angle decomposition, the angles are approximate and subject to gimbal lock near pitch angles of ±90 degrees.

Returns
  • number — The X-axis rotation angle in radians.
  • number — The Y-axis rotation angle in radians.
  • number — The Z-axis rotation angle in radians.

ToOrientation(): number, number, number#

Returns the approximate angles, in radians, that could be used to generate the CFrame using RotationOrder.YXZ. Equivalent to CFrame:ToEulerAnglesYXZ().

Returns
  • number — The X-axis rotation angle in radians.
  • number — The Y-axis rotation angle in radians.
  • number — The Z-axis rotation angle in radians.

ToAxisAngle(): Vector3, number#

Returns a unit Vector3 representing the axis of rotation and a number representing the angle of rotation in radians. A positive angle represents counter-clockwise rotation when looking from the tip of the axis vector toward the origin (right-hand rule). This is the inverse of CFrame.fromAxisAngle().

Returns
  • Vector3 — A unit vector representing the axis of rotation.
  • number — The rotation angle in radians.

components(): Tuple#

Equivalent to CFrame:GetComponents().

Returns
  • Tuple — The 12 numeric values: x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22.

FuzzyEq(other: CFrame, epsilon: number = 0.00001 (1e-5)): bool#

Returns true if the other CFrame is sufficiently close to this CFrame in both position and rotation. The epsilon value is used to control the tolerance for this similarity; this value is optional and should be a small positive value if provided. The similarity for position is component-wise while rotation uses a fast approximation of the angle difference.

NameTypeDefaultDescription
otherCFrameThe CFrame to compare against.
epsilonnumber0.00001 (1e-5)The tolerance for comparing position and rotation components.
Returns
  • bool — True if the two CFrames are within epsilon of each other.

AngleBetween(other: CFrame): number#

Returns the angle, in radians, between the orientation of one CFrame and another. This function does not take the position of either CFrame into account and only looks at the relative orientation.

NameTypeDefaultDescription
otherCFrameThe CFrame whose orientation is compared against this CFrame.
Returns
  • number — The angle in radians between the two orientations, in the range [0, pi].

Math operations 4#

OperationDescription
CFrame * CFrame → CFrameProduces a new CFrame representing the composition of the two CFrames.
CFrame * Vector3 → Vector3Produces a Vector3 transformed from object to world coordinates.
CFrame + Vector3 → CFrameProduces a CFrame translated in world space by the Vector3.
CFrame - Vector3 → CFrameProduces a CFrame translated in world space by the negative Vector3.