# ptf_rotate Rotates a point `a` degrees around the axis of the coordinate system or an arbitrary axis. It behaves as the built-in `rotate` module **Since:** 2.3 ## Parameters - `point` : A 3D point `[x, y, z]` or a 2D point `[x, y]`. - `a` : If it's `[deg_x, deg_y, deg_z]`, the rotation is applied in the order `x`, `y`, `z`. If it's `[deg_x, deg_y]`, the rotation is applied in the order `x`, `y`. If it's`[deg_x]`, the rotation is only applied to the `x` axis. If it's an number, the rotation is only applied to the `z` axis or an arbitrary axis. - `v`: A vector allows you to set an arbitrary axis about which the object will be rotated. When `a` is an array, the `v` argument is ignored. **Since:** 2.3. ## Examples use point = [20, 0, 0]; a = [0, -45, 45]; hull() { sphere(1); translate(ptf_rotate(point, a)) rotate(a) sphere(1); } ![ptf_rotate](images/lib3x-ptf_rotate-1.JPG) use radius = 40; step_angle = 10; z_circles = 20; points = [for(a = [0:step_angle:90 * z_circles]) ptf_rotate( [radius, 0, 0], [0, -90 + 2 * a / z_circles, a] ) ]; for(p = points) { translate(p) sphere(1); } %sphere(radius); ![ptf_rotate](images/lib3x-ptf_rotate-2.JPG) use v = [10, 10, 10]; hull() { sphere(1); translate(v) sphere(1); } p = [10, 10, 0]; for(i = [0:20:340]) { translate(ptf_rotate(p, a = i, v = v)) sphere(1); } ![ptf_rotate](images/lib3x-ptf_rotate-3.JPG)