get_transformation_matrix(3)
π NAME β get_transformation_matrix π
get_transformation_matrix(3)? bestie, you just opened the Allegro manual and this function is here to serve. get_transformation_matrix β constructs X, Y, Z rotation matrices with an angle and scaling. It's from the Allegro game programming library, fr fr.
β¨ SYNOPSIS β¨
#include <allegro.h>
void get_transformation_matrix(MATRIX *m, fixed scale, fixed xrot, yrot,
zrot, x, y, z);
π¦ DESCRIPTION π¦
okay so here's the tea, bestie π. get_transformation_matrix constructs a transformation matrix. That matrix is lowkey gonna do three iconic things, in order:
- Rotate points around all three axes by the specified amounts. Those amounts are in binary, 256 degrees to a circle format β yes, that's the format, no cap.
- Scale the result by the specified amount. And listen: if you want no change of scale, you pass
1. - Translate to the requested
x,y,zposition.
That's it. That's the transformation matrix main character energy π β¨.
π SEE ALSO π
apply_matrix(3)get_rotation_matrix(3)get_scaling_matrix(3)get_translation_matrix(3)ex3d(3)exstars(3)
Allegro version 4.4.3, signing off from the get_transformation_matrix(3) page πβ¨π«Ά
π¦ where this page comes from
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- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms