# Rotate

Rotate[g,θ]

represents 2D graphics primitives or any other objects g rotated counterclockwise by θ radians about the center of their bounding box.

Rotate[g,θ,{x,y}]

Rotate[g,{u,v}]

rotates around the origin, transforming the 2D or 3D vector u to v.

Rotate[g,θ,w]

rotates 3D graphics primitives by θ radians around the 3D vector w anchored at the origin.

Rotate[g,θ,w,p]

rotates around the 3D vector w anchored at p.

Rotate[g,θ,{u,v}]

rotates by angle θ in the plane spanned by 3D vectors u and v.

# Details and Options • or θ° specifies an angle in degrees.
• If Rotate appears outside a graphic, the object g in Rotate[g,θ] etc. can be any expression.
• You can specify special points such as {Left,Bottom} within the bounding box for g.
• The x position can be specified as Left, Center, or Right; the y position as Bottom, Center, or Top.
• If Rotate appears within a graphic, the coordinates {x,y} are taken to be in the coordinate system of the graphic.
• If Rotate appears outside a graphic, the coordinates {x,y} are taken to run from to across the bounding box of the object being rotated.
• Rotate[g,θ] is equivalent to Rotate[g,θ,{Center,Center}].
• For objects specified with scaled coordinates Scaled[{x,y}], Rotate effectively applies its transformation to the corresponding ordinary coordinates.
• If Rotate appears inside a graphic, Normal[expr] if possible replaces all Rotate[gi,] constructs by versions of the gi in which the coordinates have explicitly been transformed.

# Examples

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## Basic Examples(3)

Rotate a square by 30°:

 In:= Out= Rotate a cuboid by 30° around the axis:

 In:= Out= Rotate text by 45°:

 In:= Out= ## Neat Examples(2)

Introduced in 2007
(6.0)
|
Updated in 2008
(7.0)