1get_rotation_matrix(3)          Allegro manual          get_rotation_matrix(3)
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NAME

6       get_rotation_matrix,  get_rotation_matrix_f  - Constructs X, Y, Z rota‐
7       tion matrices. Allegro game programming library.
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SYNOPSIS

10       #include <allegro.h>
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13       void get_rotation_matrix(MATRIX *m, fixed x, fixed y, fixed z);
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15       void get_rotation_matrix_f(MATRIX_f *m, float x, float y, float z);
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DESCRIPTION

18       Constructs a transformation matrix which will rotate points around  all
19       three  axes by the specified amounts (given in binary, 256 degrees to a
20       circle format). The direction of rotation can simply be found out  with
21       the right-hand rule: Point the dumb of your right hand towards the ori‐
22       gin along the axis of rotation, and the fingers will curl in the  posi‐
23       tive  direction  of rotation. E.g. if you rotate around the y axis, and
24       look at the scene from above, a positive angle will rotate in clockwise
25       direction.
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SEE ALSO

29       apply_matrix(3),     get_transformation_matrix(3),     get_vector_rota‐
30       tion_matrix(3),     get_x_rotate_matrix(3),     get_y_rotate_matrix(3),
31       get_z_rotate_matrix(3),   get_align_matrix(3),  ex12bit(3),  exquat(3),
32       exstars(3)
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36Allegro                          version 4.2.2          get_rotation_matrix(3)
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