osx man page for get_rotation_matrix

Query: get_rotation_matrix

OS: osx

Section: 3alleg4

Format: Original Unix Latex Style Formatted with HTML and a Horizontal Scroll Bar

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. SEE ALSO
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)
Related Man Pages
get_rotation_matrix(3alleg4) - debian
get_rotation_matrix(3alleg4) - centos
get_rotation_matrix_f(3alleg4) - centos
get_rotation_matrix_f(3alleg4) - suse
get_rotation_matrix_f(3alleg4) - v7
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