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get_rotation_matrix(3)		Allegro	manual		get_rotation_matrix(3)

NAME
       get_rotation_matrix,  get_rotation_matrix_f  - Constructs X, Y, Z rota-
       tion matrices. Allegro game programming library.

SYNOPSIS
       #include	<allegro.h>

       void get_rotation_matrix(MATRIX *m, fixed x, fixed y, fixed z);

       void get_rotation_matrix_f(MATRIX_f *m, float x,	float y, float z);

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

SEE ALSO
       apply_matrix(3),	 get_transformation_matrix(3), get_vector_rotation_ma-
       trix(3),	 get_x_rotate_matrix(3),   get_y_rotate_matrix(3),   get_z_ro-
       tate_matrix(3), get_align_matrix(3), ex12bit(3),	exquat(3), exstars(3)

Allegro				 version 4.4.2		get_rotation_matrix(3)

NAME | SYNOPSIS | DESCRIPTION | SEE ALSO

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