type t = {bones : Finger.t;duct : OCADml.V3.t;
}val translate : OCADml.V3.t -> t -> tval xtrans : float -> t -> tval ytrans : float -> t -> tval ztrans : float -> t -> tval rotate : ?about:OCADml.V3.t -> OCADml.V3.t -> t -> tval xrot : ?about:OCADml.V3.t -> float -> t -> tval yrot : ?about:OCADml.V3.t -> float -> t -> tval zrot : ?about:OCADml.V3.t -> float -> t -> tval axis_rotate : ?about:OCADml.V3.t -> OCADml.V3.t -> float -> t -> tval quaternion : ?about:OCADml.V3.t -> OCADml.Quaternion.t -> t -> tval scale : OCADml.V3.t -> t -> tval xscale : float -> t -> tval yscale : float -> t -> tval zscale : float -> t -> tval mirror : OCADml.V3.t -> t -> tval affine : OCADml.Affine3.t -> t -> tval make :
?splay:float ->
?offset:OCADml.V3.t ->
?radii:(float * float * float) ->
(float * float * float) ->
tval extend : ?mult:(float * float * float) -> float -> t -> tval flex : ?mult:(float * float * float) -> float -> t -> tval splay : float -> t -> tval adduction : float -> t -> tval abduction : float -> t -> tval to_scad :
t ->
([ `D3 ], OCADml.V3.t, OCADml.V3.t, OCADml.Affine3.t) OSCADml.Scad.t