package raylib

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type t'
type t = t' ctyp
val t : t Ctypes.typ
val create : float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> float -> t

create m0 m1 m2 m3 m4 m5 m6 m7 m8 m9 m10 m11 m12 m13 m14 m15

val m0 : t -> float
val m1 : t -> float
val m2 : t -> float
val m3 : t -> float
val m4 : t -> float
val m5 : t -> float
val m6 : t -> float
val m7 : t -> float
val m8 : t -> float
val m9 : t -> float
val m10 : t -> float
val m11 : t -> float
val m12 : t -> float
val m13 : t -> float
val m14 : t -> float
val m15 : t -> float
val set_m0 : t -> float -> unit
val set_m1 : t -> float -> unit
val set_m2 : t -> float -> unit
val set_m3 : t -> float -> unit
val set_m4 : t -> float -> unit
val set_m5 : t -> float -> unit
val set_m6 : t -> float -> unit
val set_m7 : t -> float -> unit
val set_m8 : t -> float -> unit
val set_m9 : t -> float -> unit
val set_m10 : t -> float -> unit
val set_m11 : t -> float -> unit
val set_m12 : t -> float -> unit
val set_m13 : t -> float -> unit
val set_m14 : t -> float -> unit
val set_m15 : t -> float -> unit
val determinant : t -> float
val trace : t -> float
val transpose : t -> t
val invert : t -> t
val identity : unit -> t
val add : t -> t -> t
val subtract : t -> t -> t
val translate : float -> float -> float -> t
val rotate : Vector3.t -> float -> t
val rotate_xyz : Vector3.t -> t
val rotate_zyx : Vector3.t -> t
val rotate_x : float -> t
val rotate_y : float -> t
val rotate_z : float -> t
val scale : float -> float -> float -> t
val multiply : t -> t -> t
val frustum : float -> float -> float -> float -> float -> float -> t

frustum left right bottom top near far returns perspective projection matrix

val perspective : float -> float -> float -> float -> t

perspective fovy aspect near far returns perspective projection matrix

val ortho : float -> float -> float -> float -> float -> float -> t

ortho left right bottom top near far returns orthographic projection matrix

val look_at : Vector3.t -> Vector3.t -> Vector3.t -> t

look at eye target up returns camera look-at matrix (view matrix)

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