get_y_rotate_matrix(3alleg4)

✨ NAME ✨

okay so bestie, this is the Allegro manual, and today's main characters are get_y_rotate_matrix, get_y_rotate_matrix_f β€” Construct Y axis rotation matrices. They're part of the Allegro game programming library, and the page title is get_y_rotate_matrix(3alleg4). πŸ’…


πŸ¦‹ SYNOPSIS πŸ¦‹

like, here's the exact shape of them:

#include <allegro.h>

void get_y_rotate_matrix(MATRIX *m, fixed r);

void get_y_rotate_matrix_f(MATRIX_f *m, float r);

🌸 DESCRIPTION 🌸

okay so both functions construct Y axis rotation matrices, and they store the result in m β€” the pointer you hand over. no cap. When you apply one of these matrices to a point, it will rotate that point about the Y axis by the angle you specified. And that angle is given in binary, 256 degrees to a circle format. So yeah, it's giving binary-angle energy, not your usual 360-degree situation. get_y_rotate_matrix takes a fixed r, while get_y_rotate_matrix_f takes a float r. πŸŒ€


πŸ”₯ SEE ALSO πŸ”₯


that's the whole page, bestie. Allegro version 4.4.3 β€” periodt. go rotate something cute. πŸ’–βœ¨