get_rotation_matrix(3)          Allegro manual          get_rotation_matrix(3)



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)



Allegro                          version 4.2.3          get_rotation_matrix(3)
