matrix_to_quat(3alleg4)

✨ matrix_to_quat πŸ’«

okay bestie, welcome to the Allegro manual β€” yes THE Allegro, the game programming library, the one that's been serving graphics realness since forever πŸ‘‘ this page is matrix_to_quat(3alleg4) and it's a short one but it's lowkey iconic.


🌸 NAME 🌸

matrix_to_quat β€” constructs a quaternion from a rotation matrix. Allegro game programming library. periodt πŸ’…


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <allegro.h>

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

πŸŽ€ DESCRIPTION πŸŽ€

so what does it do? it constructs a quaternion from a rotation matrix. that's the whole vibe, no cap ✨

one thing you HAVE to know though: translation is discarded during the conversion. like, it's just gone, it does not come with you, it's not invited to the quaternion party πŸ™ˆ so don't come crying to me when your position info ghosted you.

and if your matrix is not orthonormalized? bestie. use get_align_matrix_f() first, fr fr. because strange things may happen otherwise πŸ’€ and not the cute kind of strange, the "why is my geometry doing that" kind. we don't want that energy in this house.

that's literally it, that's the whole page 🫢 go forth and rotate responsibly ✨

signing off with love from the Allegro manual, version 4.4.3 πŸ’– mwah, take care of your matrices bestie πŸŽ€πŸ¦‹