get_rotation_matrix
Section: Allegro manual (3)
Updated: version 4.2.2
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NAME
get_rotation_matrix, get_rotation_matrix_f - Constructs X, Y, Z rotation 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
origin along the axis of rotation, and the fingers will curl in the
positive 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_matrix(3),
get_x_rotate_matrix(3),
get_y_rotate_matrix(3),
get_z_rotate_matrix(3),
get_align_matrix(3),
ex12bit(3),
exquat(3),
exstars(3)