Provided by: allegro4-doc_4.4.2-4_all bug

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)