get_rotation_matrix, get_rotation_matrix_f - Constructs X, Y, Z rotation
matrices. Allegro game programming library.
#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);
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(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)