quat_to_matrix(3)

πŸ“¦ version 4.4.3.1, in fedora 43, fedora 44

✨ quat_to_matrix ✨

okay bestie, welcome to the Allegro manual πŸ’– this one's short and sweet, like a little snack between the big scary math pages. it's quat_to_matrix(3), and no, it is not about converting your group chat into a spreadsheet, it's about quaternions and matrices, which are honestly the same kind of unhinged but in a cool way πŸ¦‹


🌸 NAME 🌸

quat_to_matrix β€” constructs a rotation matrix from a quaternion. part of the Allegro game programming library πŸ‘‘


πŸŽ€ SYNOPSIS πŸŽ€

#include <allegro.h>

void quat_to_matrix(const QUAT *q, MATRIX_f *m);

like. two parameters. that's it. we love a low-effort queen πŸ’…


πŸ’œ DESCRIPTION πŸ’œ

so the whole vibe of this function is literally in the name: it constructs a rotation matrix from a quaternion ✨

you hand it a quaternion, it hands you back a rotation matrix. that's the entire plot. no subplot, no twist, no third-act betrayal 😭

if you're sitting there like "bestie why do i even need this," i got you β€” you've got a rotation living in quaternion form (they're iconic for smooth interpolation, iykyk) and now you need it in matrix form so you can actually slap it onto stuff in your 3D scene. this is the little bridge between those two worlds 🫢


πŸ¦‹ SEE ALSO πŸ¦‹

  • exquat(3) β€” go read the example, it's giving main character energy and it'll show you the whole quaternion lifestyle πŸ’«

that's the whole page, babes πŸ₯° short, slay, done.

this was the Allegro manual, version 4.4.3 β€” yes, 4.4.3, not 5.x, we're staying in our lane πŸ’€ β€” and the page is quat_to_matrix(3). mwah, go rotate something pretty πŸ’–βœ¨πŸŽ€

πŸ“¦ where this page comes from