Function glRotated

  • 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:

    ⎛𝐱²(1 − 𝐜) + 𝐜ㅤㅤ𝐱𝐲(1 − 𝐜) − 𝐳𝐬ㅤㅤ𝐱𝐳(1 − 𝐜) + 𝐲𝐬ㅤㅤ0⎞

    ⎜𝐲𝐱(1 − 𝐜) + 𝐳𝐬ㅤㅤ𝐲²(1 − 𝐜) + 𝐜ㅤㅤ𝐲𝐳(1 − 𝐜) + 𝐱𝐬ㅤㅤ0 ⎜

    ⎜𝐱𝐳(1 − 𝐜) - 𝐲𝐬ㅤㅤ𝐲𝐳(1 − 𝐜) + 𝐱𝐬ㅤㅤ𝐳²(1 − 𝐜) + 𝐜ㅤ ㅤ0⎟

    ⎝ㅤㅤㅤ0ㅤㅤㅤㅤㅤㅤㅤ0ㅤㅤㅤㅤㅤㅤㅤ0ㅤㅤㅤ ㅤ 1⎠

    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.

    Parameters

    • angle: number

      Specifies the angle of rotation, in degrees.

    • x: number

      Specifies the x coordinate of a vector.

    • y: number

      Specifies the y coordinate of a vector.

    • z: number

      Specifies the z coordinate of a vector.

    Returns void

    Summary

    multiply the current matrix by a rotation matrix

    See

    glRotate

Generated using TypeDoc