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[//]: # (generated using SlashBack 0.2.0)
# rotate\_vector methods
The following methods are all part of the **rotate\_vector methods**\.
Function to directly rotate a vector\.
## Table of contents
* [**orientation** function](#orientation-function)
* [**rotate** function](#rotate-function)
* [**rotateX** function](#rotatex-function)
* [**rotateY** function](#rotatey-function)
* [**rotateZ** function](#rotatez-function)
* [**slerp** function](#slerp-function)
### orientation\(\) function
#### <code>glm.<code>**orientation**(**Normal**: *vec3*, **Up**: *vec3*) -\> *mat4*</code></code>
  Build a rotation matrix from a normal and a up vector\.
### rotate\(\) function
#### <code>glm.<code>**rotate**(**angle**: *number*, **axis**: *vec3*) -\> *mat4x4*</code></code>
  Builds a rotation 4 x 4 matrix created from an axis vector and an angle\.
#### <code>glm.<code>**rotate**(**angle**: *number*) -\> *mat3x3*</code></code>
  Builds a rotation 3 x 3 matrix created from an angle\.
#### <code>glm.<code>**rotate**(**m**: *mat4x4*, **angle**: *number*, **axis**: *vec3*) -\> *mat4x4*</code></code>
  Builds a rotation 4 x 4 matrix created from an axis vector and an angle\.
  ``` m ``` is the input matrix multiplied by this translation matrix
#### <code>glm.<code>**rotate**(**m**: *mat3x3*, **angle**: *number*) -\> *mat3x3*</code></code>
  Builds a rotation 3 x 3 matrix created from an angle\.
  ``` m ``` is the input matrix multiplied by this translation matrix
#### <code>glm.<code>**rotate**(**v**: *vec2*, **angle**: *float*) -\> *vec2*</code></code>
  Rotate a two dimensional vector\.
#### <code>glm.<code>**rotate**(**v**: *vec3*, **angle**: *float*, **normal**: *vec3*) -\> *vec3*</code></code>
  Rotate a three dimensional vector around an axis\.
#### <code>glm.<code>**rotate**(**v**: *vec4*, **angle**: *float*, **normal**: *vec3*) -\> *vec4*</code></code>
  Rotate a four dimensional vector around an axis\.
#### <code>glm.<code>**rotate**(**q**: *quat*, **angle**: *float*, **axis**: *vec3*) -\> *quat*</code></code>
  Rotates a quaternion from a vector of 3 components axis and an angle\.
### rotateX\(\) function
#### <code>glm.<code>**rotateX**(**v**: *vec3*, **angle**: *float*) -\> *vec3*</code></code>
  Rotate a three dimensional vector around the X axis\.
#### <code>glm.<code>**rotateX**(**v**: *vec4*, **angle**: *float*) -\> *vec3*</code></code>
  Rotate a four dimensional vector around the X axis\.
### rotateY\(\) function
#### <code>glm.<code>**rotateY**(**v**: *vec3*, **angle**: *float*) -\> *vec3*</code></code>
  Rotate a three dimensional vector around the Y axis\.
#### <code>glm.<code>**rotateY**(**v**: *vec4*, **angle**: *float*) -\> *vec3*</code></code>
  Rotate a four dimensional vector around the Y axis\.
### rotateZ\(\) function
#### <code>glm.<code>**rotateZ**(**v**: *vec3*, **angle**: *float*) -\> *vec3*</code></code>
  Rotate a three dimensional vector around the Z axis\.
#### <code>glm.<code>**rotateZ**(**v**: *vec4*, **angle**: *float*) -\> *vec3*</code></code>
  Rotate a four dimensional vector around the Z axis\.
### slerp\(\) function
#### <code>glm.<code>**slerp**(**x**: *quat*, **y**: *quat*, **a**: *float*) -\> *quat*</code></code>
  Spherical linear interpolation of two quaternions\. The interpolation always take the short
  path and the rotation is performed at constant speed\.
#### <code>glm.<code>**slerp**(**x**: *vec3*, **y**: *vec3*, **a**: *float*) -\> *vec3*</code></code>
  Returns Spherical interpolation between two vectors\.
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