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<?xml version="1.0" encoding="ISO-8859-1"?>
<!DOCTYPE html
PUBLIC "-//W3C//DTD XHTML 1.1 plus MathML 2.0//EN" "http://www.w3.org/TR/MathML2/dtd/xhtml-math11-f.dtd">
<html
xmlns="http://www.w3.org/1999/xhtml"
xmlns:mml="http://www.w3.org/1998/Math/MathML"
><head><title>glRotate</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glResetMinmax.3G.xml" title="glResetMinmax"/><link rel="next" href="glScale.3G.xml" title="glScale"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glRotate</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glResetMinmax.3G.xml">Prev</a></td><th width="60%" align="center">GL</th><td width="20%" align="right"><a accesskey="n" href="glScale.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glRotate.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glRotate.3G-name"/><h2>Name</h2><p>glRotated, glRotatef — multiply the current matrix by a rotation matrix</p></div><div class="refsynopsisdiv"><a name="glRotate.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void<tt>glRotated</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLdouble<i><tt>angle</tt></i>, GLdouble<i><tt>x</tt></i>, GLdouble<i><tt>y</tt></i>, GLdouble<i><tt>z</tt></i>);</code></td></tr><tr><td valign="top"><code>void<tt>glRotatef</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLfloat<i><tt>angle</tt></i>, GLfloat<i><tt>x</tt></i>, GLfloat<i><tt>y</tt></i>, GLfloat<i><tt>z</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glRotate.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glRotated</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>angle</tt></i>, <i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>z</tt></i>) →<tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glRotatef</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>angle</tt></i>, <i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>z</tt></i>) →<tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glRotate.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>angle</tt></i></span></dt><dd>
Specifies the angle of rotation, in degrees.
</dd><dt><span class="term"><i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>z</tt></i></span></dt><dd>
Specify the <i><tt>x</tt></i>, <i><tt>y</tt></i>, and <i><tt>z</tt></i> coordinates of
a vector, respectively.
</dd></dl></div></div><div class="refsect1" lang="en"><a name="glRotate.3G-description"/><h2>Description</h2><p>
<tt>glRotate</tt> produces a rotation of <i><tt>angle</tt></i> degrees around
the vector <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mo>(</mml:mo>
<mml:mi>x</mml:mi>
<mml:mi>y</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>)</mml:mo>
</mml:mrow>
</mml:math>. The current matrix (see <a href="glMatrixMode.3G.xml">glMatrixMode</a>) is multiplied by a rotation matrix with the product replacing the current matrix, as if <tt>glMultMatrix</tt> were called with the following matrix as its argument:
</p><p>
</p><div class="informalequation"><mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" mode="display" overflow="scroll">
<mml:mrow>
<mml:mo>(</mml:mo>
<mml:mtable>
<mml:mtr>
<mml:mtd columnalign="center">
<mml:msup>
<mml:mi>x</mml:mi>
<mml:mn>2</mml:mn>
</mml:msup>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>+</mml:mo>
<mml:mi>c</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mi>x</mml:mi>
<mml:mi>y</mml:mi>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>-</mml:mo>
<mml:mi>z</mml:mi>
<mml:mi>s</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mi>x</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>+</mml:mo>
<mml:mi>y</mml:mi>
<mml:mi>s</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mn>0</mml:mn>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd columnalign="center">
<mml:mi>y</mml:mi>
<mml:mi>x</mml:mi>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>+</mml:mo>
<mml:mi>z</mml:mi>
<mml:mi>s</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:msup>
<mml:mi>y</mml:mi>
<mml:mn>2</mml:mn>
</mml:msup>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>+</mml:mo>
<mml:mi>c</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mi>y</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>-</mml:mo>
<mml:mi>x</mml:mi>
<mml:mi>s</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mn>0</mml:mn>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd columnalign="center">
<mml:mi>x</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>-</mml:mo>
<mml:mi>y</mml:mi>
<mml:mi>s</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mi>y</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>+</mml:mo>
<mml:mi>x</mml:mi>
<mml:mi>s</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:msup>
<mml:mi>z</mml:mi>
<mml:mn>2</mml:mn>
</mml:msup>
<mml:mo>(</mml:mo>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mi>c</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>+</mml:mo>
<mml:mi>c</mml:mi>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mn>0</mml:mn>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd columnalign="center">
<mml:mn>0</mml:mn>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mn>0</mml:mn>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mn>0</mml:mn>
</mml:mtd>
<mml:mtd columnalign="center">
<mml:mn>1</mml:mn>
</mml:mtd>
</mml:mtr>
</mml:mtable>
<mml:mo>)</mml:mo>
</mml:mrow>
</mml:math></div><p>
</p><p>
Where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>c</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>cos</mml:mi>
<mml:mo>(</mml:mo>
<mml:mi>angle</mml:mi>
<mml:mo>)</mml:mo>
</mml:mrow>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>s</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>sin</mml:mi>
<mml:mo>(</mml:mo>
<mml:mi>angle</mml:mi>
<mml:mo>)</mml:mo>
</mml:mrow>
</mml:math>, and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mo>|</mml:mo>
<mml:mo>|</mml:mo>
<mml:mo>(</mml:mo>
<mml:mi>x</mml:mi>
<mml:mi>y</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>)</mml:mo>
<mml:mo>|</mml:mo>
<mml:mo>|</mml:mo>
<mml:mo>=</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:math> (if not, the GL will normalize this vector).
</p><p>
If the matrix mode is either <tt>GL_MODELVIEW</tt> or <tt>GL_PROJECTION</tt>, all objects drawn
after <tt>glRotate</tt> is called are rotated. Use <a href="glPushMatrix.3G.xml"><tt>glPushMatrix</tt></a> and <a href="glPushMatrix.3G.xml"><tt>glPopMatrix</tt></a> to save and
restore the unrotated coordinate system.
</p></div><div class="refsect1" lang="en"><a name="glRotate.3G-notes"/><h2>Notes</h2><p>
This rotation follows the right-hand rule, so if the vector <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mo>(</mml:mo>
<mml:mi>x</mml:mi>
<mml:mi>y</mml:mi>
<mml:mi>z</mml:mi>
<mml:mo>)</mml:mo>
</mml:mrow>
</mml:math> points toward the user, the rotation will be counterclockwise.
</p></div><div class="refsect1" lang="en"><a name="glRotate.3G-errors"/><h2>Errors</h2><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glRotate</tt> is executed
between the execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
</p></div><div class="refsect1" lang="en"><a name="glRotate.3G-associated_gets"/><h2>Associated Gets</h2><p>
<tt>glGet</tt> with argument <tt>GL_MATRIX_MODE</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_COLOR_MATRIX</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_MODELVIEW_MATRIX</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PROJECTION_MATRIX</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_TEXTURE_MATRIX</tt>
</p></div><div class="refsect1" lang="en"><a name="glRotate.3G-see_also"/><h2>See Also</h2><p>
<span class="simplelist"><a href="glMatrixMode.3G.xml">glMatrixMode</a>, <a href="glMultMatrix.3G.xml">glMultMatrix</a>, <a href="glPushMatrix.3G.xml">glPushMatrix</a>, <a href="glScale.3G.xml">glScale</a>, <a href="glTranslate.3G.xml">glTranslate</a></span>
</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glResetMinmax.3G.xml">Prev</a></td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"><a accesskey="n" href="glScale.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glResetMinmax</td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top">glScale</td></tr></table></div></body></html>
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