Интерактивная система просмотра системных руководств (man-ов)
glRotate (3)
>> glRotate (3) ( Разные man: Библиотечные вызовы )
NAME
glRotated, glRotatef
- multiply the current matrix by a rotation matrix
C SPECIFICATION
void glRotated(
GLdouble angle,
GLdouble x,
GLdouble y,
GLdouble z )
void glRotatef(
GLfloat angle,
GLfloat x,
GLfloat y,
GLfloat z )
delim $$
PARAMETERS
angle
Specifies the angle of rotation, in degrees.
x, y, z
Specify the x, y, and z coordinates of a vector, respectively.
DESCRIPTION
glRotate produces a rotation of angle degrees around
the vector $("x", "y", "z")$.
The current matrix (see glMatrixMode) is multiplied by a rotation
matrix with the product
replacing the current matrix, as if glMultMatrix were called
with the following matrix as its argument:
left ( ~ down 20 matrix {
ccol {
"x" sup 2 (1 ^-^ c)~+~ c above
"y" "x" (1 ^-^ c)~+~ "z" s above
"x" "z" (1 ^-^ c)~-~"y" s above
~0
}
ccol {
~~ "x" "y" (1 ^-^ c)~-~"z" s above
~~ "y" sup 2 (1 ^-^ c)~+~ c above
~~ "y" "z" (1 ^-^ c)~+~ "x" s above
~~ ~0
}
ccol {
~~ "x" "z" (1 ^-^ c)~+~ "y" s above
~~ "y" "z" (1 ^-^ c)~-~ "x" s above
~~ "z" sup 2 (1 ^-^ c) ~+~ c above
~~ ~0
}
ccol { ~0 above ~0 above ~0 above ~1}
} ~~ right )
Where $c ~=~ cos ("angle")$, $s ~=~ sin ("angle")$, and
$||(~"x", "y", "z"~)|| ~=~ 1$ (if not, the GL
will normalize this vector).
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION,
all objects drawn after glRotate is called are rotated.
Use glPushMatrix and glPopMatrix to save and restore
the unrotated coordinate system.
NOTES
This rotation follows the right-hand rule, so
if the vector $("x", "y", "z")$ points toward the
user, the rotation will be counterclockwise.
ERRORS
GL_INVALID_OPERATION is generated if glRotate
is executed between the execution of glBegin
and the corresponding execution of glEnd.
ASSOCIATED GETS
glGet with argument GL_MATRIX_MODE glGet with argument GL_COLOR_MATRIX glGet with argument GL_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX