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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 4.4.3 get_rotation_matrix(3)
NAME | SYNOPSIS | DESCRIPTION | SEE ALSO
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