# get_rotation_quat(3alleg4) [osx man page]

```get_rotation_quat(3alleg4)					  Allegro manual					get_rotation_quat(3alleg4)

NAME
get_rotation_quat - Constructs a quaternion to rotate points around all three axes. Allegro game programming library.

SYNOPSIS
#include <allegro.h>

void get_rotation_quat(QUAT *q, float x, float y, float z);

DESCRIPTION
Constructs  a  quaternion  that will rotate points around all three axes by the specified amounts (given in binary, 256 degrees to a circle
format).

exquat(3alleg4)

Allegro 							   version 4.4.2					get_rotation_quat(3alleg4)```

## Check Out this Related Man Page

```get_rotation_matrix(3alleg4)					  Allegro manual				      get_rotation_matrix(3alleg4)

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.

apply_matrix(3alleg4),	  get_transformation_matrix(3alleg4),	   get_vector_rotation_matrix(3alleg4),      get_x_rotate_matrix(3alleg4),
get_y_rotate_matrix(3alleg4), get_z_rotate_matrix(3alleg4), get_align_matrix(3alleg4), ex12bit(3alleg4), exquat(3alleg4), exstars(3alleg4)

Allegro 							   version 4.4.2				      get_rotation_matrix(3alleg4)```
Man Page

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