Module Osg.Matrix


module Matrix: sig .. end
4x4 matrix

type t 
osg::Matrix holder.
val create : unit -> t
val to_array : t -> float array array
val to_tuple : t ->
(float * float * float * float) * (float * float * float * float) *
(float * float * float * float) * (float * float * float * float)
val pre_mult3 : Osg.Vec3.t -> t -> Osg.Vec3.t
val post_mult3 : t -> Osg.Vec3.t -> Osg.Vec3.t
val pre_mult4 : Osg.Vec4.t -> t -> Osg.Vec4.t
val post_mult4 : t -> Osg.Vec4.t -> Osg.Vec4.t
val mult : t -> t -> t
val inverse : t -> t
val translate : float -> float -> float -> t
val translate_vec3 : Osg.Vec3.t -> t
val scale : float -> float -> float -> t
val scale_vec3 : Osg.Vec3.t -> t
val rotate : float -> float -> float -> float -> t
rotate angle_in_radians axis_x axis_y axis_z
val rotate_vec3 : float -> Osg.Vec3.t -> t
rotate_vec3 angle_in_radians axis
val rotate_quat : Osg.Quat.t -> t
rotate_quat quaternion
val rotate_from_to : Osg.Vec3.t -> Osg.Vec3.t -> t
rotate_from_to vec3_from vec3_to
val frustum : float -> float -> float -> float -> float -> float -> t
frustum left right bottom top znear zfar Create a perspective projection. See glFrustum for further details.
val look_at : Osg.Vec3.t -> Osg.Vec3.t -> Osg.Vec3.t -> t
look_at eye center up Create the position and orientation as per a camera, using the same convention as gluLookAt.
val ortho : float -> float -> float -> float -> float -> float -> t
ortho left right bottom top znear zfar Create an orthographic projection matrix. See glOrtho for further details.
val ortho_2d : float -> float -> float -> float -> t
ortho_2d left right bottom top Create an orthographic projection matrix. See glOrtho for further details.
val get_rotate : t -> Osg.Quat.t
val get_trans : t -> Osg.Vec3.t
val get_scale : t -> Osg.Vec3.t
val set_rotate : t -> Osg.Quat.t -> unit
Directly set rotation (tranlation unchanged)
val set_trans : t -> Osg.Vec3.t -> unit
Directly set tranlation (rotation unchanged)