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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(3alleg),                get_transformation_matrix(3alleg),
       get_vector_rotation_matrix(3alleg),        get_x_rotate_matrix(3alleg),
       get_y_rotate_matrix(3alleg),               get_z_rotate_matrix(3alleg),
       get_align_matrix(3alleg),       ex12bit(3alleg),        exquat(3alleg),
       exstars(3alleg)