---
title: "rotate(by:)"
framework: gameplaykit
role: symbol
role_heading: Instance Method
path: "gameplaykit/gknoise/rotate(by:)"
---

# rotate(by:)

Rotates the entire noise field by the specified x, y, and z angles.

## Declaration

```swift
func rotate(by radians: vector_double3)
```

## Parameters

- `radians`: A vector whose x, y, and z components each provide a rotation angle in radians around the corresponding axis in the noise field.

## Discussion

Discussion A noise field is inherently three-dimensional and infinite in extent; when you create a GKNoiseMap object from a noise object, the resulting array of noise values is a “slice” of the noise field (through its z = 0 plane, with a specified size and position). By translating, rotating, and scaling the noise field in 3D before you create a noise map, you can create interesting effects. For example, applying an x- or y-axis rotation to noise generated by a GKCylindersNoiseSource object “slices” along the length of the cylinders, creating a wood-grain pattern.

## See Also

### Applying Geometric Transformations

- [move(by:)](gameplaykit/gknoise/move(by:).md)
- [scale(by:)](gameplaykit/gknoise/scale(by:).md)
