# rotateZ()

### Example

<figure><img src="/files/mhcKVLI1WqDK7rEBnwJJ" alt=""><figcaption></figcaption></figure>

### Syntax

```
rotateZ(angle)
```

<table><thead><tr><th width="114.33333333333331">Input</th><th>Description</th></tr></thead><tbody><tr><td>angle</td><td>angle of rotation</td></tr></tbody></table>

### Full Example

<figure><img src="/files/FqMu1hj5JrtwV69kl80m" alt=""><figcaption></figcaption></figure>

<details>

<summary>Example Full Code</summary>

```python
def setup():
  createCanvas(300,300, WEBGL)

def draw():
  background(255, 79, 132)
  fill(112, 88, 255)
  stroke(176, 235, 51)
  strokeWeight(2)
  orbitControl()
  # draw3DAxes(100, (100, 50, 20))
  rotateZ(frameCount)
  torus(100, 25)
  rotateZ(-2*frameCount)
  cone(50, 50)
```

</details>

### Description

Rotates a shape around z-axis by the amount specified in angle parameter. The angles can be entered in either `RADIANS` or `DEGREES`, depending on the specified angleMode().

**Positive** angles rotates the space from **+x to +y** regardless of handedness. This is the actually the application of the function [rotate()](/p5-python-web/reference/built-in-functions/rotate.md) in 3D.

<details>

<summary>Why is this the direction of rotation?</summary>

The reason is hidden in the mathematical convention of setting up axes such that:

* if one **extends his fingers** of your **Right Hand** in the +x direction
* then **curls his fingers** into +y direction
* his **thumb points** into the +z direction

This is called the **Right Hand Convention** (as if you did it with your left hand, it would fail! it would give the opposite direction). We can write this convention as **+x => +y => +z**.

Extending the sequence with the same order **+x => +y => +z => +x => +y** gives us the convention for rotations about the x-axis and the y-axis as well:

* about x-axis: **+y => +z => +x**
* about y-axis: **+z => +x => +y**

</details>

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