apply_quat(3alleg4) Allegro manual apply_quat(3alleg4)NAME
apply_quat - Multiplies a point by a quaternion. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void apply_quat(const QUAT *q, float x, y, z, *xout, *yout, *zout);
DESCRIPTION
Multiplies the point (x, y, z) by the quaternion q, storing the result in (*xout, *yout, *zout). This is quite a bit slower than
apply_matrix_f(), so only use it to translate a few points. If you have many points, it is much more efficient to call quat_to_matrix() and
then use apply_matrix_f().
Allegro version 4.4.2 apply_quat(3alleg4)
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persp_project(3alleg4) Allegro manual persp_project(3alleg4)NAME
persp_project, persp_project_f - Projects a 3d point into 2d screen space. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void persp_project(fixed x, fixed y, fixed z, fixed *xout, fixed *yout);
void persp_project_f(float x, float y, float z, float *xout, float *yout);
DESCRIPTION
Projects the 3d point (x, y, z) into 2d screen space, storing the result in (*xout, *yout) and using the scaling parameters previously set
by calling set_projection_viewport(). This function projects from the normalized viewing pyramid, which has a camera at the origin and fac-
ing along the positive z axis. The x axis runs left/right, y runs up/down, and z increases with depth into the screen. The camera has a 90
degree field of view, ie. points on the planes x=z and -x=z will map onto the left and right edges of the screen, and the planes y=z and
-y=z map to the top and bottom of the screen. If you want a different field of view or camera location, you should transform all your
objects with an appropriate viewing matrix, eg. to get the effect of panning the camera 10 degrees to the left, rotate all your objects 10
degrees to the right.
SEE ALSO set_projection_viewport(3alleg4), get_camera_matrix(3alleg4), ex3d(3alleg4), exstars(3alleg4)Allegro version 4.4.2 persp_project(3alleg4)
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