111 lines
2.7 KiB
Plaintext
111 lines
2.7 KiB
Plaintext
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'\" e
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'\"! eqn | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 rotate.gl
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.ds Xs 52762 5 rotate.gl
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.TH GLROTATE 3G
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.SH NAME
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.B "glRotated, glRotatef
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\- multiply the current matrix by a rotation matrix
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.SH C SPECIFICATION
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void \f3glRotated\fP(
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GLdouble \fIangle\fP,
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.nf
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.ta \w'\f3void \fPglRotated( 'u
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GLdouble \fIx\fP,
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GLdouble \fIy\fP,
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GLdouble \fIz\fP )
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.fi
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void \f3glRotatef\fP(
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GLfloat \fIangle\fP,
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.nf
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.ta \w'\f3void \fPglRotatef( 'u
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GLfloat \fIx\fP,
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GLfloat \fIy\fP,
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GLfloat \fIz\fP )
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.fi
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.EQ
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delim $$
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.EN
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.SH PARAMETERS
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.TP \w'\f2angle\fP\ \ 'u
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\f2angle\fP
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Specifies the angle of rotation, in degrees.
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.TP
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\f2x\fP, \f2y\fP, \f2z\fP
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Specify the \f2x\fP, \f2y\fP, and \f2z\fP coordinates of a vector, respectively.
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.SH DESCRIPTION
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\%\f3glRotate\fP produces a rotation of \f2angle\fP degrees around
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the vector $("x", "y", "z")$.
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The current matrix (see \%\f3glMatrixMode\fP) is multiplied by a rotation
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matrix with the product
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replacing the current matrix, as if \%\f3glMultMatrix\fP were called
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with the following matrix as its argument:
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.P
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.ce
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.EQ
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left ( ~ down 20 matrix {
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ccol {
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"x" sup 2 (1 ^-^ c)~+~ c above
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"y" "x" (1 ^-^ c)~+~ "z" s above
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"x" "z" (1 ^-^ c)~-~"y" s above
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~0
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}
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ccol {
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~~ "x" "y" (1 ^-^ c)~-~"z" s above
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~~ "y" sup 2 (1 ^-^ c)~+~ c above
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~~ "y" "z" (1 ^-^ c)~+~ "x" s above
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~~ ~0
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}
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ccol {
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~~ "x" "z" (1 ^-^ c)~+~ "y" s above
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~~ "y" "z" (1 ^-^ c)~-~ "x" s above
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~~ "z" sup 2 (1 ^-^ c) ~+~ c above
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~~ ~0
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}
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ccol { ~0 above ~0 above ~0 above ~1}
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} ~~ right )
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.EN
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.P
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.sp
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Where $c ~=~ cos ("angle")$, $s ~=~ sin ("angle")$, and
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$||(~"x", "y", "z"~)|| ~=~ 1$ (if not, the GL
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will normalize this vector).
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.sp
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.sp
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.P
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If the matrix mode is either \%\f3GL_MODELVIEW\fP or \%\f3GL_PROJECTION\fP,
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all objects drawn after \%\f3glRotate\fP is called are rotated.
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Use \%\f3glPushMatrix\fP and \%\f3glPopMatrix\fP to save and restore
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the unrotated coordinate system.
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.SH NOTES
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This rotation follows the right-hand rule, so
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if the vector $("x", "y", "z")$ points toward the
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user, the rotation will be counterclockwise.
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.SH ERRORS
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glRotate\fP
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is executed between the execution of \%\f3glBegin\fP
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and the corresponding execution of \%\f3glEnd\fP.
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.SH ASSOCIATED GETS
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\%\f3glGet\fP with argument \%\f3GL_MATRIX_MODE\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_COLOR_MATRIX\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_MODELVIEW_MATRIX\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_PROJECTION_MATRIX\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_TEXTURE_MATRIX\fP
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.SH SEE ALSO
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\%\f3glMatrixMode(3G)\fP,
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\%\f3glMultMatrix(3G)\fP,
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\%\f3glPushMatrix(3G)\fP,
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\%\f3glScale(3G)\fP,
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\%\f3glTranslate(3G)\fP
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