# X axis rotation

**URL:** <https://forum.kirupa.com/t/x-axis-rotation/179177>\
**Category:** Uncategorized\
**Created:** [February 17, 2006, 9:52am UTC](https://forum.kirupa.com/t/x-axis-rotation/179177 "2006-02-17T09:52:33Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Sinus1](https://avatars.discourse-cdn.com/v4/letter/s/f14d63/32.png) [@Sinus1](https://forum.kirupa.com/u/Sinus1)\
**Post date:** [February 17, 2006, 9:52am UTC](https://forum.kirupa.com/t/x-axis-rotation/179177/1 "2006-02-17T09:52:33Z")

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i want to rotate square around x axis. this is the code for rotating 1 point(draw a circle or something like that and copy code):  
Code:  
[LEFT]var centar:Object = new Object();  
centar.x = 250;  
centar.y = 250;  
var angle:Number = 0;  
var radius:Number = 50;  
var speed:Number = 4;  
var size:Number = 100;  
function rotationX() {  
this.\_y = Math.sin(angle\*Math.PI/180)_radius+centar.y;  
z = Math.cos(angle_Math.PI/180)\*radius+size;  
this.\_xscale = this.\_yscale=z;  
angle += speed;  
}  
\_root.MC.onEnterFrame = rotationX;[/LEFT]

but i want to rotate square.for that i need 4 points(actually angles because i`m using sin and cos), and then i need to rotate each point individualy and connect the points. but i doesn`t work. if anybody knows the solution please tell. any other ways of rotating a square(around x axis of course)are also welcome  
here is the code i wrote:  
Code:  
[LEFT]//vars  
var point:Array = new Array();  
var speed:Number = 4;  
var radius:Number = 100;  
var centar:Object = new Object();  
centar.x = 250;  
centar.y = 250;  
\_root.createEmptyMovieClip(“square”, 1);  
\_root.square.lineStyle(2, 0xff0000, 100);  
//square points, they are actually angels  
point = [135, 45, 315, 215];  
function rotation() {  
for (n=0; n\<=point.length; n++) {  
y = Math.sin(point[n]\*Math.PI/180)\*radius+centar.y;  
z = Math.cos(point[n]\*Math.PI/180)\*radius+size;  
this.\_xscale = this.\_yscale=z;  
point[n] += speed;  
if (n == 0) {  
this.moveTo(z, y);  
} else {  
this.lineTo(z, y);  
}  
point[n] += speed;  
}  
}  
\_root.square.onEnterFrame = rotation;[/LEFT]
