1get_rotation_matrix(3) Allegro manual get_rotation_matrix(3)
2
3
4
6 get_rotation_matrix, get_rotation_matrix_f - Constructs X, Y, Z rota‐
7 tion matrices. Allegro game programming library.
8
10 #include <allegro.h>
11
12
13 void get_rotation_matrix(MATRIX *m, fixed x, fixed y, fixed z);
14
15 void get_rotation_matrix_f(MATRIX_f *m, float x, float y, float z);
16
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.
26
27
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)
33
34
35
36Allegro version 4.2.2 get_rotation_matrix(3)