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50<title>nn::math</title>
51  </head>
52  <body>
53<h1><CODE>nn::math</CODE> Namespace</h1>
54<h2>Description</h2>
55    <div class="section">
56<p>Namespace for numerical calculations.</p><!-- write here --></div>
57    <a name="struct" id="struct">
58<h2>Structures</h2>
59      <div class="section">
60        <table class="members">
61          <tr>
62            <th>
63<a href="../../nn/math/MTX22/Overview.html"><CODE>nn::math::MTX22</CODE></a>
64            </th>
65<td>A 2x2 matrix class.</td>
66          </tr>
67          <tr>
68            <th>
69<a href="../../nn/math/MTX23/Overview.html"><CODE>nn::math::MTX23</CODE></a>
70            </th>
71<td>A 2x3 matrix class.</td>
72          </tr>
73          <tr>
74            <th>
75<a href="../../nn/math/MTX33/Overview.html"><CODE>nn::math::MTX33</CODE></a>
76            </th>
77<td>A 3x3 matrix class.</td>
78          </tr>
79          <tr>
80            <th>
81<a href="../../nn/math/MTX34/Overview.html"><CODE>nn::math::MTX34</CODE></a>
82            </th>
83<td>A 3x4 matrix class.</td>
84          </tr>
85          <tr>
86            <th>
87<a href="../../nn/math/MTX43/Overview.html"><CODE>nn::math::MTX43</CODE></a>
88            </th>
89<td>A 4x3 matrix class.</td>
90          </tr>
91          <tr>
92            <th>
93<a href="../../nn/math/MTX44/Overview.html"><CODE>nn::math::MTX44</CODE></a>
94            </th>
95<td>A 4x4 matrix class.</td>
96          </tr>
97          <tr>
98            <th>
99<a href="../../nn/math/VEC2/Overview.html"><CODE>nn::math::VEC2</CODE></a>
100            </th>
101<td>A two-dimensional vector class.</td>
102          </tr>
103          <tr>
104            <th>
105<a href="../../nn/math/VEC3/Overview.html"><CODE>nn::math::VEC3</CODE></a>
106            </th>
107<td>A three-dimensional vector class.</td>
108          </tr>
109          <tr>
110            <th>
111<a href="../../nn/math/VEC4/Overview.html"><CODE>nn::math::VEC4</CODE></a>
112            </th>
113<td>A four-dimensional vector class.</td>
114          </tr>
115        </table>
116      </div>
117    </a> <a name="enum" id="enum">
118<h2>Enumerated Types</h2>
119      <div class="section">
120        <table class="members">
121          <tr>
122<th class="category" colspan="3">Matrix</th>
123          </tr>
124          <tr>
125            <td width="100"> </td>
126            <th>
127<a href="../../nn/math/PivotDirection.html"><CODE>PivotDirection</CODE></a>
128            </th>
129<td>Enumerated type for specifying the rotation matrix to multiply the projection matrix by.</td>
130          </tr> </table>
131      </div>
132    </a> <a name="function" id="function">
133<h2>Functions</h2>
134      <div class="section">
135        <table class="members">
136          <tr>
137<th class="category" colspan="3">Matrices</th>
138          </tr>
139          <tr>
140            <td width="100">  </td>
141            <th>
142<a href="../../nn/math/MTX43Copy.html"><CODE>MTX43Copy</CODE></a>
143            </th>
144<td>Copies a matrix.</td>
145          </tr>
146          <tr>
147            <td width="100">  </td>
148            <th>
149<a href="../../nn/math/MTX43Add.html"><CODE>MTX43Add</CODE></a>
150            </th>
151<td>Calculates the sum of two matrices.</td>
152          </tr>
153          <tr>
154            <td width="100">  </td>
155            <th>
156<a href="../../nn/math/MTX43Mult.html"><CODE>MTX43Mult</CODE></a>
157            </th>
158<td>Calculates the product of two matrices.</td>
159          </tr>
160          <tr>
161            <td width="100">  </td>
162            <th>
163<a href="../../nn/math/MTX44PerspectiveDeg.html"><CODE>MTX44PerspectiveDeg</CODE></a>
164            </th>
165<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td>
166          </tr>
167          <tr>
168            <td width="100">  </td>
169            <th>
170<a href="../../nn/math/MTX44PerspectivePivotDeg.html"><CODE>MTX44PerspectivePivotDeg</CODE></a>
171            </th>
172<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td>
173          </tr>
174          <tr>
175            <td width="100">  </td>
176            <th>
177<a href="../../nn/math/MTX44RotXYZRad.html"><CODE>MTX44RotXYZRad</CODE></a>
178            </th>
179<td>Creates a rotation matrix.</td>
180          </tr>
181          <tr>
182            <td width="100">  </td>
183            <th>
184<a href="../../nn/math/MTX44RotXYZDeg.html"><CODE>MTX44RotXYZDeg</CODE></a>
185            </th>
186<td>Creates a rotation matrix.</td>
187          </tr>
188          <tr>
189            <td width="100">  </td>
190            <th>
191<a href="../../nn/math/MTX44RotAxisRad.html"><CODE>MTX44RotAxisRad</CODE></a>
192            </th>
193<td>Creates a rotation matrix for rotating around the specified axis.</td>
194          </tr>
195          <tr>
196            <td width="100">  </td>
197            <th>
198<a href="../../nn/math/MTX44RotAxisDeg.html"><CODE>MTX44RotAxisDeg</CODE></a>
199            </th>
200<td>Creates a rotation matrix for rotating around the specified axis.</td>
201          </tr>
202          <tr>
203            <td width="100">  </td>
204            <th>
205<a href="../../nn/math/MTX22IsIdentity.html"><CODE>MTX22IsIdentity</CODE></a>
206            </th>
207<td>Determines whether a matrix is an identity matrix.</td>
208          </tr>
209          <tr>
210            <td width="100">  </td>
211            <th>
212<a href="../../nn/math/MTX22Copy.html"><CODE>MTX22Copy</CODE></a>
213            </th>
214<td>Copies a 2x2 matrix.</td>
215          </tr>
216          <tr>
217            <td width="100">  </td>
218            <th>
219<a href="../../nn/math/MTX22Zero.html"><CODE>MTX22Zero</CODE></a>
220            </th>
221<td>Creates a zero matrix.</td>
222          </tr>
223          <tr>
224            <td width="100">  </td>
225            <th>
226<a href="../../nn/math/MTX22Identity.html"><CODE>MTX22Identity</CODE></a>
227            </th>
228<td>Creates a 2x2 identity matrix.</td>
229          </tr>
230          <tr>
231            <td width="100">  </td>
232            <th>
233<a href="../../nn/math/MTX22MAdd.html"><CODE>MTX22MAdd</CODE></a>
234            </th>
235<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td>
236          </tr>
237          <tr>
238            <td width="100">  </td>
239            <th>
240<a href="../../nn/math/MTX23Copy.html"><CODE>MTX23Copy</CODE></a>
241            </th>
242<td>Copies a 2x3 matrix.</td>
243          </tr>
244          <tr>
245            <td width="100">  </td>
246            <th>
247<a href="../../nn/math/MTX23Zero.html"><CODE>MTX23Zero</CODE></a>
248            </th>
249<td>Creates a zero matrix.</td>
250          </tr>
251          <tr>
252            <td width="100">  </td>
253            <th>
254<a href="../../nn/math/MTX23Identity.html"><CODE>MTX23Identity</CODE></a>
255            </th>
256<td>Creates a 2x3 identity matrix.</td>
257          </tr>
258          <tr>
259            <td width="100">  </td>
260            <th>
261<a href="../../nn/math/MTX23IsIdentity.html"><CODE>MTX23IsIdentity</CODE></a>
262            </th>
263<td>Determines whether a matrix is an identity matrix.</td>
264          </tr>
265          <tr>
266            <td width="100">  </td>
267            <th>
268<a href="../../nn/math/MTX23Add.html"><CODE>MTX23Add</CODE></a>
269            </th>
270<td>Adds two 2x3 matrices.</td>
271          </tr>
272          <tr>
273            <td width="100">  </td>
274            <th>
275<a href="../../nn/math/MTX23Sub.html"><CODE>MTX23Sub</CODE></a>
276            </th>
277<td>Subtracts a 2x3 matrix from a 2x3 matrix.</td>
278          </tr>
279          <tr>
280            <td width="100">  </td>
281            <th>
282<a href="../../nn/math/MTX23Mult.html"><CODE>MTX23Mult</CODE></a>
283            </th>
284<td>Calculates the scalar product of a 2x3 matrix.</td>
285          </tr>
286          <tr>
287            <td width="100">  </td>
288            <th>
289<a href="../../nn/math/MTX23Scale.html"><CODE>MTX23Scale</CODE></a>
290            </th>
291<td>Scales a 2x3 matrix.</td>
292          </tr>
293          <tr>
294            <td width="100">  </td>
295            <th>
296<a href="../../nn/math/MTX23Translate.html"><CODE>MTX23Translate</CODE></a>
297            </th>
298<td>Translates a 2x3 matrix. Postmultiplies the input matrix by the translation matrix.</td>
299          </tr>
300          <tr>
301            <td width="100">  </td>
302            <th>
303<a href="../../nn/math/MTX23RotFIdx.html"><CODE>MTX23RotFIdx</CODE></a>
304            </th>
305<td>Creates a rotation matrix.</td>
306          </tr>
307          <tr>
308            <td width="100">  </td>
309            <th>
310<a href="../../nn/math/MTX23RotCenterFIdx.html"><CODE>MTX23RotCenterFIdx</CODE></a>
311            </th>
312<td>Creates a rotation matrix having the specified center of rotation.</td>
313          </tr>
314          <tr>
315            <td width="100">  </td>
316            <th>
317<a href="../../nn/math/MTX23MAdd.html"><CODE>MTX23MAdd</CODE></a>
318            </th>
319<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td>
320          </tr>
321          <tr>
322            <td width="100">  </td>
323            <th>
324<a href="../../nn/math/MTX22ToMTX23.html"><CODE>MTX22ToMTX23</CODE></a>
325            </th>
326<td>Copies a 2x2 matrix to a 2x3 matrix.</td>
327          </tr>
328          <tr>
329            <td width="100">  </td>
330            <th>
331<a href="../../nn/math/MTX33IsIdentity.html"><CODE>MTX33IsIdentity</CODE></a>
332            </th>
333<td>Determines whether a matrix is an identity matrix.</td>
334          </tr>
335          <tr>
336            <td width="100">  </td>
337            <th>
338<a href="../../nn/math/MTX33Zero.html"><CODE>MTX33Zero</CODE></a>
339            </th>
340<td>Creates a zero matrix.</td>
341          </tr>
342          <tr>
343            <td width="100">  </td>
344            <th>
345<a href="../../nn/math/MTX33Identity.html"><CODE>MTX33Identity</CODE></a>
346            </th>
347<td>Creates an identity matrix.</td>
348          </tr>
349          <tr>
350            <td width="100">  </td>
351            <th>
352<a href="../../nn/math/MTX34Zero.html"><CODE>MTX34Zero</CODE></a>
353            </th>
354<td>Creates a zero matrix.</td>
355          </tr>
356          <tr>
357            <td width="100">  </td>
358            <th>
359<a href="../../nn/math/MTX34Identity.html"><CODE>MTX34Identity</CODE></a>
360            </th>
361<td>Creates an identity matrix.</td>
362          </tr>
363          <tr>
364            <td width="100">  </td>
365            <th>
366<a href="../../nn/math/MTX34IsIdentity.html"><CODE>MTX34IsIdentity</CODE></a>
367            </th>
368<td>Determines whether a matrix is an identity matrix.</td>
369          </tr>
370          <tr>
371            <td width="100">  </td>
372            <th>
373<a href="../../nn/math/MTX34Sub.html"><CODE>MTX34Sub</CODE></a>
374            </th>
375<td>Calculates the difference of two matrices.</td>
376          </tr>
377          <tr>
378            <td width="100">  </td>
379            <th>
380<a href="../../nn/math/MTX34RotAxisFIdx.html"><CODE>MTX34RotAxisFIdx</CODE></a>
381            </th>
382<td>Creates a rotation matrix for rotating around the specified axis.</td>
383          </tr>
384          <tr>
385            <td width="100">  </td>
386            <th>
387<a href="../../nn/math/MTX34RotXYZTranslateFIdx.html"><CODE>MTX34RotXYZTranslateFIdx</CODE></a>
388            </th>
389<td>Produces a matrix that is the result of premultiplying a rotation matrix by a translation matrix.</td>
390          </tr>
391          <tr>
392            <td width="100">  </td>
393            <th>
394<a href="../../nn/math/MTX34InvTranspose.html"><CODE>MTX34InvTranspose</CODE></a>
395            </th>
396<td>Calculates the inverse transpose of a 3x4 matrix and stores it in a 3x3 matrix.</td>
397          </tr>
398          <tr>
399            <td width="100">  </td>
400            <th>
401<a href="../../nn/math/MTX34MultArray.html"><CODE>MTX34MultArray</CODE></a>
402            </th>
403<td>Premultiplies an array of matrices by another matrix.</td>
404          </tr>
405          <tr>
406            <td width="100">  </td>
407            <th>
408<a href="../../nn/math/MTX34TextureProjectionFrustum.html"><CODE>MTX34TextureProjectionFrustum</CODE></a>
409            </th>
410<td>Creates a texture projection matrix based on the viewing frustum.</td>
411          </tr>
412          <tr>
413            <td width="100">  </td>
414            <th>
415<a href="../../nn/math/MTX34TextureProjectionPerspective.html"><CODE>MTX34TextureProjectionPerspective</CODE></a>
416            </th>
417<td>Creates a texture projection matrix.</td>
418          </tr>
419          <tr>
420            <td width="100">  </td>
421            <th>
422<a href="../../nn/math/MTX34TextureProjectionOrtho.html"><CODE>MTX34TextureProjectionOrtho</CODE></a>
423            </th>
424<td>Creates an orthogonal texture projection matrix.</td>
425          </tr>
426          <tr>
427            <td width="100">  </td>
428            <th>
429<a href="../../nn/math/MTX43IsIdentity.html"><CODE>MTX43IsIdentity</CODE></a>
430            </th>
431<td>Determines whether a matrix is an identity matrix.</td>
432          </tr>
433          <tr>
434            <td width="100">  </td>
435            <th>
436<a href="../../nn/math/MTX43Zero.html"><CODE>MTX43Zero</CODE></a>
437            </th>
438<td>Creates a zero matrix.</td>
439          </tr>
440          <tr>
441            <td width="100">  </td>
442            <th>
443<a href="../../nn/math/MTX43Identity.html"><CODE>MTX43Identity</CODE></a>
444            </th>
445<td>Creates an identity matrix.</td>
446          </tr>
447          <tr>
448            <td width="100">  </td>
449            <th>
450<a href="../../nn/math/MTX43Sub.html"><CODE>MTX43Sub</CODE></a>
451            </th>
452<td>Calculates the difference of two matrices.</td>
453          </tr>
454          <tr>
455            <td width="100">  </td>
456            <th>
457<a href="../../nn/math/MTX44Zero.html"><CODE>MTX44Zero</CODE></a>
458            </th>
459<td>Creates a zero matrix.</td>
460          </tr>
461          <tr>
462            <td width="100">  </td>
463            <th>
464<a href="../../nn/math/MTX44Identity.html"><CODE>MTX44Identity</CODE></a>
465            </th>
466<td>Creates an identity matrix.</td>
467          </tr>
468          <tr>
469            <td width="100">  </td>
470            <th>
471<a href="../../nn/math/MTX44Sub.html"><CODE>MTX44Sub</CODE></a>
472            </th>
473<td>Calculates the difference of two matrices.</td>
474          </tr>
475          <tr>
476            <td width="100">  </td>
477            <th>
478<a href="../../nn/math/MTX44IsIdentity.html"><CODE>MTX44IsIdentity</CODE></a>
479            </th>
480<td>Determines whether a matrix is an identity matrix.</td>
481          </tr>
482          <tr>
483            <td width="100">  </td>
484            <th>
485<a href="../../nn/math/MTX44FrustumPivot.html"><CODE>MTX44FrustumPivot</CODE></a>
486            </th>
487<td>Creates a projection matrix that has been multiplied by a screen rotation. Creates a projection matrix based on the viewing frustum at the near clipping plane.</td>
488          </tr>
489          <tr>
490            <td width="100">  </td>
491            <th>
492<a href="../../nn/math/MTX44OrthoPivot.html"><CODE>MTX44OrthoPivot</CODE></a>
493            </th>
494<td>Creates a projection matrix that has been multiplied by a screen rotation. Creates an orthographic projection matrix.</td>
495          </tr>
496          <tr>
497            <td width="100">  </td>
498            <th>
499<a href="../../nn/math/MTX44PerspectivePivotRad.html"><CODE>MTX44PerspectivePivotRad</CODE></a>
500            </th>
501<td>Creates a projection matrix that has been multiplied by a screen rotation. Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td>
502          </tr>
503          <tr>
504            <td width="100">  </td>
505            <th>
506<a href="../../nn/math/MTX44MultArray.html"><CODE>MTX44MultArray</CODE></a>
507            </th>
508<td>Premultiplies an array of matrices by another matrix.</td>
509          </tr>
510          <tr>
511            <td width="100">  </td>
512            <th>
513<a href="../../nn/math/MTX44RotAxisFIdx.html"><CODE>MTX44RotAxisFIdx</CODE></a>
514            </th>
515<td>Creates a rotation matrix for rotating around the specified axis.</td>
516          </tr>
517          <tr>
518            <td width="100">  </td>
519            <th>
520<a href="../../nn/math/MTX33Mult.html"><CODE>MTX33Mult</CODE></a>
521            </th>
522<td>Calculates the product of two 3x3 matrices.</td>
523          </tr>
524          <tr>
525            <td width="100">  </td>
526            <th>
527<a href="../../nn/math/MTX33Copy.html"><CODE>MTX33Copy</CODE></a>
528            </th>
529<td>Copies a 3x3 matrix.</td>
530          </tr>
531          <tr>
532            <td width="100">  </td>
533            <th>
534<a href="../../nn/math/MTX33MAdd.html"><CODE>MTX33MAdd</CODE></a>
535            </th>
536<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td>
537          </tr>
538          <tr>
539            <td width="100">  </td>
540            <th>
541<a href="../../nn/math/MTX34Copy.html"><CODE>MTX34Copy</CODE></a>
542            </th>
543<td>Copies a matrix.</td>
544          </tr>
545          <tr>
546            <td width="100">  </td>
547            <th>
548<a href="../../nn/math/MTX34Add.html"><CODE>MTX34Add</CODE></a>
549            </th>
550<td>Calculates the sum of two matrices.</td>
551          </tr>
552          <tr>
553            <td width="100">  </td>
554            <th>
555<a href="../../nn/math/MTX34Mult.html"><CODE>MTX34Mult</CODE></a>
556            </th>
557<td>Calculates the scalar product of a matrix.</td>
558          </tr>
559          <tr>
560            <td width="100">  </td>
561            <th>
562<a href="../../nn/math/MTX34MAdd.html"><CODE>MTX34MAdd</CODE></a>
563            </th>
564<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td>
565          </tr>
566          <tr>
567            <td width="100">  </td>
568            <th>
569<a href="../../nn/math/MTX34Inverse.html"><CODE>MTX34Inverse</CODE></a>
570            </th>
571<td>Calculates the inverse of a matrix.</td>
572          </tr>
573          <tr>
574            <td width="100">  </td>
575            <th>
576<a href="../../nn/math/MTX34Transpose.html"><CODE>MTX34Transpose</CODE></a>
577            </th>
578<td>Creates the transpose of a matrix.</td>
579          </tr>
580          <tr>
581            <td width="100">  </td>
582            <th>
583<a href="../../nn/math/MTX34LookAt.html"><CODE>MTX34LookAt</CODE></a>
584            </th>
585<td>Sets the camera matrix.</td>
586          </tr>
587          <tr>
588            <td width="100">  </td>
589            <th>
590<a href="../../nn/math/MTX34CameraRotate.html"><CODE>MTX34CameraRotate</CODE></a>
591            </th>
592<td>Sets the camera matrix.</td>
593          </tr>
594          <tr>
595            <td width="100">  </td>
596            <th>
597<a href="../../nn/math/MTX34RotXYZFIdx.html"><CODE>MTX34RotXYZFIdx</CODE></a>
598            </th>
599<td>Creates a rotation matrix.</td>
600          </tr>
601          <tr>
602            <td width="100">  </td>
603            <th>
604<a href="../../nn/math/MTX34Scale.html"><CODE>MTX34Scale</CODE></a>
605            </th>
606<td>Creates a matrix to use for scaling transformations.</td>
607          </tr>
608          <tr>
609            <td width="100">  </td>
610            <th>
611<a href="../../nn/math/MTX34MultScale.html"><CODE>MTX34MultScale</CODE></a>
612            </th>
613<td>Scales a matrix. Postmultiplies the input matrix by the scaling matrix.</td>
614          </tr>
615          <tr>
616            <td width="100">  </td>
617            <th>
618<a href="../../nn/math/MTX34Translate.html"><CODE>MTX34Translate</CODE></a>
619            </th>
620<td>Creates a translation matrix.</td>
621          </tr>
622          <tr>
623            <td width="100">  </td>
624            <th>
625<a href="../../nn/math/MTX34MultTranslate.html"><CODE>MTX34MultTranslate</CODE></a>
626            </th>
627<td>Translates a matrix. Postmultiplies the input matrix by the translation matrix.</td>
628          </tr>
629          <tr>
630            <td width="100">  </td>
631            <th>
632<a href="../../nn/math/MTX34RotAxisRad_.html"><CODE>MTX34RotAxisRad_</CODE></a>
633            </th>
634<td>Creates a rotation matrix for rotating around the specified axis.</td>
635          </tr>
636          <tr>
637            <td width="100">  </td>
638            <th>
639<a href="../../nn/math/MTX34RotXYZRad.html"><CODE>MTX34RotXYZRad</CODE></a>
640            </th>
641<td>Creates a rotation matrix.</td>
642          </tr>
643          <tr>
644            <td width="100">  </td>
645            <th>
646<a href="../../nn/math/MTX34RotXYZDeg.html"><CODE>MTX34RotXYZDeg</CODE></a>
647            </th>
648<td>Creates a rotation matrix.</td>
649          </tr>
650          <tr>
651            <td width="100">  </td>
652            <th>
653<a href="../../nn/math/MTX34RotAxisRad.html"><CODE>MTX34RotAxisRad</CODE></a>
654            </th>
655<td>Creates a rotation matrix for rotating around the specified axis.</td>
656          </tr>
657          <tr>
658            <td width="100">  </td>
659            <th>
660<a href="../../nn/math/MTX34RotAxisDeg.html"><CODE>MTX34RotAxisDeg</CODE></a>
661            </th>
662<td>Creates a rotation matrix for rotating around the specified axis.</td>
663          </tr>
664          <tr>
665            <td width="100">  </td>
666            <th>
667<a href="../../nn/math/MTX44Copy.html"><CODE>MTX44Copy</CODE></a>
668            </th>
669<td>Copies a matrix.</td>
670          </tr>
671          <tr>
672            <td width="100">  </td>
673            <th>
674<a href="../../nn/math/MTX44Add.html"><CODE>MTX44Add</CODE></a>
675            </th>
676<td>Calculates the sum of two matrices.</td>
677          </tr>
678          <tr>
679            <td width="100">  </td>
680            <th>
681<a href="../../nn/math/MTX44Mult.html"><CODE>MTX44Mult</CODE></a>
682            </th>
683<td>Calculates the scalar product of a matrix.</td>
684          </tr>
685          <tr>
686            <td width="100">  </td>
687            <th>
688<a href="../../nn/math/MTX44Frustum.html"><CODE>MTX44Frustum</CODE></a>
689            </th>
690<td>Creates a projection matrix based on the viewing frustum at the near clipping plane. <BR><BR><B>Note:</B> The order of the arguments follows the OpenGL standard.</td>
691          </tr>
692          <tr>
693            <td width="100">  </td>
694            <th>
695<a href="../../nn/math/MTX44Ortho.html"><CODE>MTX44Ortho</CODE></a>
696            </th>
697<td>Creates an orthographic projection matrix. <BR><BR><B>Note:</B> The order of the arguments follows the OpenGL standard.</td>
698          </tr>
699          <tr>
700            <td width="100">  </td>
701            <th>
702<a href="../../nn/math/MTX44PerspectiveRad.html"><CODE>MTX44PerspectiveRad</CODE></a>
703            </th>
704<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td>
705          </tr>
706          <tr>
707            <td width="100">  </td>
708            <th>
709<a href="../../nn/math/MTX44Transpose.html"><CODE>MTX44Transpose</CODE></a>
710            </th>
711<td>Creates the transpose of a matrix.</td>
712          </tr>
713          <tr>
714            <td width="100">  </td>
715            <th>
716<a href="../../nn/math/MTX44Inverse.html"><CODE>MTX44Inverse</CODE></a>
717            </th>
718<td>Calculates the inverse of a matrix.</td>
719          </tr>
720          <tr>
721            <td width="100">  </td>
722            <th>
723<a href="../../nn/math/MTX44RotXYZFIdx.html"><CODE>MTX44RotXYZFIdx</CODE></a>
724            </th>
725<td>Creates a rotation matrix.</td>
726          </tr>
727          <tr>
728            <td width="100">  </td>
729            <th>
730<a href="../../nn/math/MTX44Scale.html"><CODE>MTX44Scale</CODE></a>
731            </th>
732<td>Creates a matrix to use for scaling transformations.</td>
733          </tr>
734          <tr>
735            <td width="100">  </td>
736            <th>
737<a href="../../nn/math/MTX44MultScale.html"><CODE>MTX44MultScale</CODE></a>
738            </th>
739<td>Scales a matrix. Postmultiplies the input matrix by the scaling matrix.</td>
740          </tr>
741          <tr>
742            <td width="100">  </td>
743            <th>
744<a href="../../nn/math/MTX44Translate.html"><CODE>MTX44Translate</CODE></a>
745            </th>
746<td>Creates a translation matrix.</td>
747          </tr>
748          <tr>
749            <td width="100">  </td>
750            <th>
751<a href="../../nn/math/MTX44MultTranslate.html"><CODE>MTX44MultTranslate</CODE></a>
752            </th>
753<td>Translates a matrix. Postmultiplies the input matrix by the translation matrix.</td>
754          </tr>
755          <tr>
756            <td width="100">  </td>
757            <th>
758<a href="../../nn/math/MTX44RotAxisRad_.html"><CODE>MTX44RotAxisRad_</CODE></a>
759            </th>
760<td>Creates a rotation matrix for rotating around the specified axis.</td>
761          </tr>
762          <tr>
763            <td width="100">  </td>
764            <th>
765<a href="../../nn/math/MTX43Transpose.html"><CODE>MTX43Transpose</CODE></a>
766            </th>
767<td>Gets the transpose of a 4x3 matrix, resulting in a 3x4 matrix.</td>
768          </tr>
769          <tr>
770<th class="category" colspan="3">Quaternions</th>
771          </tr>
772          <tr>
773            <td width="100">  </td>
774            <th>
775<a href="../../nn/math/QUATAdd.html"><CODE>QUATAdd</CODE></a>
776            </th>
777<td>Calculates the sum of two quaternions.</td>
778          </tr>
779          <tr>
780            <td width="100">  </td>
781            <th>
782<a href="../../nn/math/QUATSub.html"><CODE>QUATSub</CODE></a>
783            </th>
784<td>Calculates the result of quaternion subtraction.</td>
785          </tr>
786          <tr>
787            <td width="100">  </td>
788            <th>
789<a href="../../nn/math/QUATDivide.html"><CODE>QUATDivide</CODE></a>
790            </th>
791<td>Calculates the quotient of two quaternions.</td>
792          </tr>
793          <tr>
794            <td width="100">  </td>
795            <th>
796<a href="../../nn/math/QUATDot.html"><CODE>QUATDot</CODE></a>
797            </th>
798<td>Calculates the dot product of two quaternions.</td>
799          </tr>
800          <tr>
801            <td width="100">  </td>
802            <th>
803<a href="../../nn/math/QUATScale.html"><CODE>QUATScale</CODE></a>
804            </th>
805<td>Multiplies a quaternion by a real number.</td>
806          </tr>
807          <tr>
808            <td width="100">  </td>
809            <th>
810<a href="../../nn/math/QUATExp.html"><CODE>QUATExp</CODE></a>
811            </th>
812<td>Calculates the base of the natural logarithm (the constant <CODE>e</CODE>) raised to the power of a quaternion.</td>
813          </tr>
814          <tr>
815            <td width="100">  </td>
816            <th>
817<a href="../../nn/math/QUATLogN.html"><CODE>QUATLogN</CODE></a>
818            </th>
819<td>Calculates the natural logarithm of a quaternion.</td>
820          </tr>
821          <tr>
822            <td width="100">  </td>
823            <th>
824<a href="../../nn/math/QUATLerp.html"><CODE>QUATLerp</CODE></a>
825            </th>
826<td>Calculates the linear interpolation between two quaternions.</td>
827          </tr>
828          <tr>
829            <td width="100">  </td>
830            <th>
831<a href="../../nn/math/QUATSlerp.html"><CODE>QUATSlerp</CODE></a>
832            </th>
833<td>Calculates the spherical linear interpolation between two quaternions.</td>
834          </tr>
835          <tr>
836            <td width="100">  </td>
837            <th>
838<a href="../../nn/math/QUATSquad.html"><CODE>QUATSquad</CODE></a>
839            </th>
840<td>Calculates the spherical cubic interpolation between two quaternions.</td>
841          </tr>
842          <tr>
843            <td width="100">  </td>
844            <th>
845<a href="../../nn/math/QUATMakeClosest.html"><CODE>QUATMakeClosest</CODE></a>
846            </th>
847<td>Modifies <SPAN class="argument">q</SPAN> so it is on the same side of the hypersphere as <SPAN class="argument">qto</SPAN>.</td>
848          </tr>
849          <tr>
850            <td width="100">  </td>
851            <th>
852<a href="../../nn/math/QUATRotAxisRad.html"><CODE>QUATRotAxisRad</CODE></a>
853            </th>
854<td>Configures a quaternion to perform a rotation around an arbitrary axis defined by the (x, y, z) components of <SPAN class="argument">axis</SPAN>.</td>
855          </tr>
856          <tr>
857            <td width="100">  </td>
858            <th>
859<a href="../../nn/math/QUATToMTX34.html"><CODE>QUATToMTX34</CODE></a>
860            </th>
861<td>Creates a rotation matrix from a quaternion.</td>
862          </tr>
863          <tr>
864            <td width="100">  </td>
865            <th>
866<a href="../../nn/math/QUATInverse.html"><CODE>QUATInverse</CODE></a>
867            </th>
868<td>Calculates the inverse of a quaternion.</td>
869          </tr>
870          <tr>
871            <td width="100">  </td>
872            <th>
873<a href="../../nn/math/QUATMult.html"><CODE>QUATMult</CODE></a>
874            </th>
875<td>Calculates the product of two quaternions.</td>
876          </tr>
877          <tr>
878            <td width="100">  </td>
879            <th>
880<a href="../../nn/math/QUATNormalize.html"><CODE>QUATNormalize</CODE></a>
881            </th>
882<td>Normalizes a quaternion.</td>
883          </tr>
884          <tr>
885<th class="category" colspan="3">Utilities</th>
886          </tr>
887          <tr>
888            <td width="100">  </td>
889            <th>
890<a href="../../nn/math/MTX23ToMTX22.html"><CODE>MTX23ToMTX22</CODE></a>
891            </th>
892<td>Copies a 2x3 matrix to a 2x2 matrix.</td>
893          </tr>
894          <tr>
895            <td width="100">  </td>
896            <th>
897<a href="../../nn/math/VEC2Transform.html"><CODE>VEC2Transform</CODE></a>
898            </th>
899<td>Transforms a two-dimensional vector using a matrix.</td>
900          </tr>
901          <tr>
902            <td width="100">  </td>
903            <th>
904<a href="../../nn/math/VEC3TransformArray.html"><CODE>VEC3TransformArray</CODE></a>
905            </th>
906<td>Transforms a vector array using a matrix. The fourth element of each vector is taken as <CODE>1</CODE> during calculation.</td>
907          </tr>
908          <tr>
909            <td width="100">  </td>
910            <th>
911<a href="../../nn/math/VEC3TransformNormal.html"><CODE>VEC3TransformNormal</CODE></a>
912            </th>
913<td>Transforms a vector using a matrix. The fourth element of the vector is taken as <CODE>0</CODE> during calculation.</td>
914          </tr>
915          <tr>
916            <td width="100">  </td>
917            <th>
918<a href="../../nn/math/VEC3TransformNormalArray.html"><CODE>VEC3TransformNormalArray</CODE></a>
919            </th>
920<td>Transforms a vector array using a matrix. The fourth element of each vector is taken as <CODE>0</CODE> during calculation.</td>
921          </tr>
922          <tr>
923            <td width="100">  </td>
924            <th>
925<a href="../../nn/math/VEC3TransformCoord.html"><CODE>VEC3TransformCoord</CODE></a>
926            </th>
927<td>Transforms a vector using a matrix. The fourth element of the vector is taken as <CODE>1</CODE> during calculation. After calculation, the first, second, and third elements are divided by the fourth element to create a three-dimensional vector that is stored in <SPAN class="argument">pOut</SPAN>.</td>
928          </tr>
929          <tr>
930            <td width="100">  </td>
931            <th>
932<a href="../../nn/math/VEC3TransformCoordArray.html"><CODE>VEC3TransformCoordArray</CODE></a>
933            </th>
934<td>Transforms a vector array using a matrix. The fourth element of each vector is taken as <CODE>1</CODE> during calculation. After calculation, the first, second, and third elements in each vector are divided by the fourth element to create three-dimensional vectors that are stored in <SPAN class="argument">pOut</SPAN>.</td>
935          </tr>
936          <tr>
937            <td width="100">  </td>
938            <th>
939<a href="../../nn/math/VEC4Transform.html"><CODE>VEC4Transform</CODE></a>
940            </th>
941<td>Transforms a vector using a matrix.</td>
942          </tr>
943          <tr>
944            <td width="100">  </td>
945            <th>
946<a href="../../nn/math/VEC4TransformArray.html"><CODE>VEC4TransformArray</CODE></a>
947            </th>
948<td>Transforms a vector array using a matrix.</td>
949          </tr>
950          <tr>
951            <td width="100">  </td>
952            <th>
953<a href="../../nn/math/MTX34ToMTX33.html"><CODE>MTX34ToMTX33</CODE></a>
954            </th>
955<td>Copies a 3x4 matrix to a 3x3 matrix.</td>
956          </tr>
957          <tr>
958            <td width="100">  </td>
959            <th>
960<a href="../../nn/math/MTX33ToMTX34.html"><CODE>MTX33ToMTX34</CODE></a>
961            </th>
962<td>Copies a 3x3 matrix to a 3x4 matrix.</td>
963          </tr>
964          <tr>
965            <td width="100">  </td>
966            <th>
967<a href="../../nn/math/MTX34ToQUAT.html"><CODE>MTX34ToQUAT</CODE></a>
968            </th>
969<td>Creates a quaternion from a rotation matrix.</td>
970          </tr>
971          <tr>
972            <td width="100">  </td>
973            <th>
974<a href="../../nn/math/VEC3Transform.html"><CODE>VEC3Transform</CODE></a>
975            </th>
976<td>Transforms a vector using a matrix.</td>
977          </tr>
978          <tr>
979<th class="category" colspan="3">Vectors</th>
980          </tr>
981          <tr>
982            <td width="100">  </td>
983            <th>
984<a href="../../nn/math/VEC2IsZero.html"><CODE>VEC2IsZero</CODE></a>
985            </th>
986<td>Determines whether a vector is the zero vector.</td>
987          </tr>
988          <tr>
989            <td width="100">  </td>
990            <th>
991<a href="../../nn/math/VEC2Maximize.html"><CODE>VEC2Maximize</CODE></a>
992            </th>
993<td>Creates the vector formed by the larger of each component of two input vectors.</td>
994          </tr>
995          <tr>
996            <td width="100">  </td>
997            <th>
998<a href="../../nn/math/VEC2Minimize.html"><CODE>VEC2Minimize</CODE></a>
999            </th>
1000<td>Creates the vector formed by the smaller of each component of two input vectors.</td>
1001          </tr>
1002          <tr>
1003            <td width="100">  </td>
1004            <th>
1005<a href="../../nn/math/VEC2Normalize.html"><CODE>VEC2Normalize</CODE></a>
1006            </th>
1007<td>Normalizes a vector.</td>
1008          </tr>
1009          <tr>
1010            <td width="100">  </td>
1011            <th>
1012<a href="../../nn/math/VEC2SafeNormalize.html"><CODE>VEC2SafeNormalize</CODE></a>
1013            </th>
1014<td>Normalizes a vector. If normalization fails, sets the specified vector.</td>
1015          </tr>
1016          <tr>
1017            <td width="100">  </td>
1018            <th>
1019<a href="../../nn/math/VEC3IsZero.html"><CODE>VEC3IsZero</CODE></a>
1020            </th>
1021<td>Determines whether a vector is the zero vector.</td>
1022          </tr>
1023          <tr>
1024            <td width="100">  </td>
1025            <th>
1026<a href="../../nn/math/VEC3Maximize.html"><CODE>VEC3Maximize</CODE></a>
1027            </th>
1028<td>Creates the vector formed by the larger of each component of two input vectors.</td>
1029          </tr>
1030          <tr>
1031            <td width="100">  </td>
1032            <th>
1033<a href="../../nn/math/VEC3Minimize.html"><CODE>VEC3Minimize</CODE></a>
1034            </th>
1035<td>Creates the vector formed by the smaller of each component of two input vectors.</td>
1036          </tr>
1037          <tr>
1038            <td width="100">  </td>
1039            <th>
1040<a href="../../nn/math/VEC3Cross.html"><CODE>VEC3Cross</CODE></a>
1041            </th>
1042<td>Calculates the cross product of two vectors.</td>
1043          </tr>
1044          <tr>
1045            <td width="100">  </td>
1046            <th>
1047<a href="../../nn/math/VEC3SafeNormalize.html"><CODE>VEC3SafeNormalize</CODE></a>
1048            </th>
1049<td>Normalizes a vector. If normalization fails, sets the specified vector.</td>
1050          </tr>
1051          <tr>
1052            <td width="100">  </td>
1053            <th>
1054<a href="../../nn/math/VEC3SquareDist.html"><CODE>VEC3SquareDist</CODE></a>
1055            </th>
1056<td>Calculates the square of the distance between two vectors.</td>
1057          </tr>
1058          <tr>
1059            <td width="100">  </td>
1060            <th>
1061<a href="../../nn/math/VEC4IsZero.html"><CODE>VEC4IsZero</CODE></a>
1062            </th>
1063<td>Determines whether a vector is the zero vector.</td>
1064          </tr>
1065          <tr>
1066            <td width="100">  </td>
1067            <th>
1068<a href="../../nn/math/VEC4IsZeroWOne.html"><CODE>VEC4IsZeroWOne</CODE></a>
1069            </th>
1070<td>Determines whether a vector is the zero vector in homogeneous coordinates.</td>
1071          </tr>
1072          <tr>
1073            <td width="100">  </td>
1074            <th>
1075<a href="../../nn/math/VEC4Add.html"><CODE>VEC4Add</CODE></a>
1076            </th>
1077<td>Calculates the resultant vector (the result of vector addition).</td>
1078          </tr>
1079          <tr>
1080            <td width="100">  </td>
1081            <th>
1082<a href="../../nn/math/VEC4Sub.html"><CODE>VEC4Sub</CODE></a>
1083            </th>
1084<td>Calculates the result of vector subtraction.</td>
1085          </tr>
1086          <tr>
1087            <td width="100">  </td>
1088            <th>
1089<a href="../../nn/math/VEC4Mult.html"><CODE>VEC4Mult</CODE></a>
1090            </th>
1091<td>Calculates the product of two vectors.</td>
1092          </tr>
1093          <tr>
1094            <td width="100">  </td>
1095            <th>
1096<a href="../../nn/math/VEC4Scale.html"><CODE>VEC4Scale</CODE></a>
1097            </th>
1098<td>Calculates a scalar multiple of a vector.</td>
1099          </tr>
1100          <tr>
1101            <td width="100">  </td>
1102            <th>
1103<a href="../../nn/math/VEC4Lerp.html"><CODE>VEC4Lerp</CODE></a>
1104            </th>
1105<td>Calculates the linear interpolation between two vectors.</td>
1106          </tr>
1107          <tr>
1108            <td width="100">  </td>
1109            <th>
1110<a href="../../nn/math/VEC4Dot.html"><CODE>VEC4Dot</CODE></a>
1111            </th>
1112<td>Calculates the dot product of two vectors.</td>
1113          </tr>
1114          <tr>
1115            <td width="100">  </td>
1116            <th>
1117<a href="../../nn/math/VEC4LenSq.html"><CODE>VEC4LenSq</CODE></a>
1118            </th>
1119<td>Calculates the square of a vector length.</td>
1120          </tr>
1121          <tr>
1122            <td width="100">  </td>
1123            <th>
1124<a href="../../nn/math/VEC4Len.html"><CODE>VEC4Len</CODE></a>
1125            </th>
1126<td>Calculates the vector length.</td>
1127          </tr>
1128          <tr>
1129            <td width="100">  </td>
1130            <th>
1131<a href="../../nn/math/VEC4Normalize.html"><CODE>VEC4Normalize</CODE></a>
1132            </th>
1133<td>Normalizes a vector.</td>
1134          </tr>
1135          <tr>
1136            <td width="100">  </td>
1137            <th>
1138<a href="../../nn/math/VEC4SafeNormalize.html"><CODE>VEC4SafeNormalize</CODE></a>
1139            </th>
1140<td>Normalizes a vector. If normalization fails, sets the specified vector.</td>
1141          </tr>
1142          <tr>
1143            <td width="100">  </td>
1144            <th>
1145<a href="../../nn/math/VEC4DistSq.html"><CODE>VEC4DistSq</CODE></a>
1146            </th>
1147<td>Calculates the square of the distance between two vectors.</td>
1148          </tr>
1149          <tr>
1150            <td width="100">  </td>
1151            <th>
1152<a href="../../nn/math/VEC4Maximize.html"><CODE>VEC4Maximize</CODE></a>
1153            </th>
1154<td>Creates the vector formed by the larger of each component of two input vectors.</td>
1155          </tr>
1156          <tr>
1157            <td width="100">  </td>
1158            <th>
1159<a href="../../nn/math/VEC4Minimize.html"><CODE>VEC4Minimize</CODE></a>
1160            </th>
1161<td>Creates the vector formed by the smaller of each component of two input vectors.</td>
1162          </tr>
1163          <tr>
1164            <td width="100">  </td>
1165            <th>
1166<a href="../../nn/math/VEC2Lerp.html"><CODE>VEC2Lerp</CODE></a>
1167            </th>
1168<td>Calculates the linear interpolation between vectors.</td>
1169          </tr>
1170          <tr>
1171            <td width="100">  </td>
1172            <th>
1173<a href="../../nn/math/VEC2Dot.html"><CODE>VEC2Dot</CODE></a>
1174            </th>
1175<td>Calculates the dot product of two vectors.</td>
1176          </tr>
1177          <tr>
1178            <td width="100">  </td>
1179            <th>
1180<a href="../../nn/math/VEC2DistSq.html"><CODE>VEC2DistSq</CODE></a>
1181            </th>
1182<td>Calculates the square of the distance between two vectors.</td>
1183          </tr>
1184          <tr>
1185            <td width="100">  </td>
1186            <th>
1187<a href="../../nn/math/VEC2Add.html"><CODE>VEC2Add</CODE></a>
1188            </th>
1189<td>Calculates the resultant vector (the result of vector addition).</td>
1190          </tr>
1191          <tr>
1192            <td width="100">  </td>
1193            <th>
1194<a href="../../nn/math/VEC2Sub.html"><CODE>VEC2Sub</CODE></a>
1195            </th>
1196<td>Calculates the result of vector subtraction.</td>
1197          </tr>
1198          <tr>
1199            <td width="100">  </td>
1200            <th>
1201<a href="../../nn/math/VEC2Mult.html"><CODE>VEC2Mult</CODE></a>
1202            </th>
1203<td>Calculates the product of two vectors.</td>
1204          </tr>
1205          <tr>
1206            <td width="100">  </td>
1207            <th>
1208<a href="../../nn/math/VEC2Scale.html"><CODE>VEC2Scale</CODE></a>
1209            </th>
1210<td>Calculates a scalar multiple of a vector.</td>
1211          </tr>
1212          <tr>
1213            <td width="100">  </td>
1214            <th>
1215<a href="../../nn/math/VEC2LenSq.html"><CODE>VEC2LenSq</CODE></a>
1216            </th>
1217<td>Calculates the square of a vector length.</td>
1218          </tr>
1219          <tr>
1220            <td width="100">  </td>
1221            <th>
1222<a href="../../nn/math/VEC2Len.html"><CODE>VEC2Len</CODE></a>
1223            </th>
1224<td>Calculates the vector length.</td>
1225          </tr>
1226          <tr>
1227            <td width="100">  </td>
1228            <th>
1229<a href="../../nn/math/VEC3Normalize.html"><CODE>VEC3Normalize</CODE></a>
1230            </th>
1231<td>Normalizes a vector.</td>
1232          </tr>
1233          <tr>
1234            <td width="100">  </td>
1235            <th>
1236<a href="../../nn/math/VEC3Add.html"><CODE>VEC3Add</CODE></a>
1237            </th>
1238<td>Calculates the resultant vector (the result of vector addition).</td>
1239          </tr>
1240          <tr>
1241            <td width="100">  </td>
1242            <th>
1243<a href="../../nn/math/VEC3Sub.html"><CODE>VEC3Sub</CODE></a>
1244            </th>
1245<td>Calculates the result of vector subtraction.</td>
1246          </tr>
1247          <tr>
1248            <td width="100">  </td>
1249            <th>
1250<a href="../../nn/math/VEC3Mult.html"><CODE>VEC3Mult</CODE></a>
1251            </th>
1252<td>Calculates the product of two vectors.</td>
1253          </tr>
1254          <tr>
1255            <td width="100">  </td>
1256            <th>
1257<a href="../../nn/math/VEC3Scale.html"><CODE>VEC3Scale</CODE></a>
1258            </th>
1259<td>Calculates a scalar multiple of a vector.</td>
1260          </tr>
1261          <tr>
1262            <td width="100">  </td>
1263            <th>
1264<a href="../../nn/math/VEC3Lerp.html"><CODE>VEC3Lerp</CODE></a>
1265            </th>
1266<td>Calculates the linear interpolation between two vectors.</td>
1267          </tr>
1268          <tr>
1269            <td width="100">  </td>
1270            <th>
1271<a href="../../nn/math/VEC3Dot.html"><CODE>VEC3Dot</CODE></a>
1272            </th>
1273<td>Calculates the dot product of two vectors.</td>
1274          </tr>
1275          <tr>
1276            <td width="100">  </td>
1277            <th>
1278<a href="../../nn/math/VEC3Len.html"><CODE>VEC3Len</CODE></a>
1279            </th>
1280<td>Calculates the vector length.</td>
1281          </tr>
1282          <tr>
1283            <td width="100">  </td>
1284            <th>
1285<a href="../../nn/math/VEC3SquareLen.html"><CODE>VEC3SquareLen</CODE></a>
1286            </th>
1287<td>Calculates the square of a vector length.</td>
1288          </tr>
1289          <tr>
1290            <td width="100">  </td>
1291            <th>
1292<a href="../../nn/math/VEC3Dist.html"><CODE>VEC3Dist</CODE></a>
1293            </th>
1294<td>Calculates the distance between two vectors.</td>
1295          </tr>
1296          <tr>
1297<th class="category" colspan="3">Floating-Point Math Functions</th>
1298          </tr>
1299          <tr>
1300            <td width="100">  </td>
1301            <th>
1302<a href="../../nn/math/U32AsF32.html"><CODE>U32AsF32</CODE></a>
1303            </th>
1304<td>Converts a <CODE>u32</CODE> type into an <CODE>f32</CODE> type without changing the bit array.</td>
1305          </tr>
1306          <tr>
1307            <td width="100">  </td>
1308            <th>
1309<a href="../../nn/math/FGetExpPart.html"><CODE>FGetExpPart</CODE></a>
1310            </th>
1311<td>Gets the exponential part of a floating-point number.</td>
1312          </tr>
1313          <tr>
1314            <td width="100">  </td>
1315            <th>
1316<a href="../../nn/math/FGetMantPart.html"><CODE>FGetMantPart</CODE></a>
1317            </th>
1318<td>Finds the mantissa of a floating-point number.</td>
1319          </tr>
1320          <tr>
1321            <td width="100">  </td>
1322            <th>
1323<a href="../../nn/math/FSelect.html"><CODE>FSelect</CODE></a>
1324            </th>
1325<td>Selects a value depending on the sign of the input.</td>
1326          </tr>
1327          <tr>
1328            <td width="100">  </td>
1329            <th>
1330<a href="../../nn/math/FAbs.html"><CODE>FAbs</CODE></a>
1331            </th>
1332<td>Finds an absolute value.</td>
1333          </tr>
1334          <tr>
1335            <td width="100">  </td>
1336            <th>
1337<a href="../../nn/math/FNAbs.html"><CODE>FNAbs</CODE></a>
1338            </th>
1339<td>Finds the number whose sign is negative but whose absolute value is the same as the input.</td>
1340          </tr>
1341          <tr>
1342            <td width="100">  </td>
1343            <th>
1344<a href="../../nn/math/FCopySign.html"><CODE>FCopySign</CODE></a>
1345            </th>
1346<td>Copies the sign of one number to another number.</td>
1347          </tr>
1348          <tr>
1349            <td width="100">  </td>
1350            <th>
1351<a href="../../nn/math/FExp.html"><CODE>FExp</CODE></a>
1352            </th>
1353<td>Finds <CODE>e^</CODE><SPAN class="argument">x</SPAN>.</td>
1354          </tr>
1355          <tr>
1356            <td width="100">  </td>
1357            <th>
1358<a href="../../nn/math/FLog.html"><CODE>FLog</CODE></a>
1359            </th>
1360<td>Finds the natural logarithm.</td>
1361          </tr>
1362          <tr>
1363            <td width="100">  </td>
1364            <th>
1365<a href="../../nn/math/FLog10.html"><CODE>FLog10</CODE></a>
1366            </th>
1367<td>Finds the common logarithm.</td>
1368          </tr>
1369          <tr>
1370            <td width="100">  </td>
1371            <th>
1372<a href="../../nn/math/FMod.html"><CODE>FMod</CODE></a>
1373            </th>
1374<td>Calculates the remainder.</td>
1375          </tr>
1376          <tr>
1377            <td width="100">  </td>
1378            <th>
1379<a href="../../nn/math/FModf.html"><CODE>FModf</CODE></a>
1380            </th>
1381<td>Breaks up a floating-point value into an integer part and a fractional part. The integer and fractional parts both have the same sign as <SPAN class="argument">x</SPAN>.</td>
1382          </tr>
1383          <tr>
1384            <td width="100">  </td>
1385            <th>
1386<a href="../../nn/math/FCeil.html"><CODE>FCeil</CODE></a>
1387            </th>
1388<td>Finds the smallest integer value no smaller than <SPAN class="argument">x</SPAN>.</td>
1389          </tr>
1390          <tr>
1391            <td width="100">  </td>
1392            <th>
1393<a href="../../nn/math/FFloor.html"><CODE>FFloor</CODE></a>
1394            </th>
1395<td>Finds the largest integer value no larger than <SPAN class="argument">x</SPAN>.</td>
1396          </tr>
1397          <tr>
1398            <td width="100">  </td>
1399            <th>
1400<a href="../../nn/math/F32ToS16.html"><CODE>F32ToS16</CODE></a>
1401            </th>
1402<td>Converts values in <CODE>f32</CODE> format to <CODE>s16</CODE> format.</td>
1403          </tr>
1404          <tr>
1405            <td width="100">  </td>
1406            <th>
1407<a href="../../nn/math/F32ToU16.html"><CODE>F32ToU16</CODE></a>
1408            </th>
1409<td>Converts values in <CODE>f32</CODE> format to <CODE>u16</CODE> format.</td>
1410          </tr>
1411          <tr>
1412            <td width="100">  </td>
1413            <th>
1414<a href="../../nn/math/U16ToF32.html"><CODE>U16ToF32</CODE></a>
1415            </th>
1416<td>Converts values in <CODE>u16</CODE> format to <CODE>f32</CODE> format.</td>
1417          </tr>
1418          <tr>
1419            <td width="100">  </td>
1420            <th>
1421<a href="../../nn/math/S16ToF32.html"><CODE>S16ToF32</CODE></a>
1422            </th>
1423<td>Converts values in <CODE>s16</CODE> format to <CODE>f32</CODE> format.</td>
1424          </tr>
1425          <tr>
1426            <td width="100">  </td>
1427            <th>
1428<a href="../../nn/math/FInv.html"><CODE>FInv</CODE></a>
1429            </th>
1430<td>Finds the multiplicative inverse at high speed and low precision.</td>
1431          </tr>
1432          <tr>
1433            <td width="100">  </td>
1434            <th>
1435<a href="../../nn/math/FrSqrt.html"><CODE>FrSqrt</CODE></a>
1436            </th>
1437<td>Finds the inverse square root.</td>
1438          </tr>
1439          <tr>
1440            <td width="100">  </td>
1441            <th>
1442<a href="../../nn/math/FSqrt.html"><CODE>FSqrt</CODE></a>
1443            </th>
1444<td>Finds the square root.</td>
1445          </tr>
1446          <tr>
1447            <td width="100">  </td>
1448            <th>
1449<a href="../../nn/math/FCbrt.html"><CODE>FCbrt</CODE></a>
1450            </th>
1451<td>Finds the cube root.</td>
1452          </tr>
1453          <tr>
1454            <td width="100">  </td>
1455            <th>
1456<a href="../../nn/math/Hermite.html"><CODE>Hermite</CODE></a>
1457            </th>
1458<td>Performs Hermite interpolation.</td>
1459          </tr>
1460          <tr>
1461<th class="category" colspan="3">Integer Math Functions</th>
1462          </tr>
1463          <tr>
1464            <td width="100">  </td>
1465            <th>
1466<a href="../../nn/math/CntLz.html"><CODE>CntLz</CODE></a>
1467            </th>
1468<td>Counts the number of consecutive bits set to <CODE>0</CODE>, starting from the most significant bit (MSB).</td>
1469          </tr>
1470          <tr>
1471            <td width="100">  </td>
1472            <th>
1473<a href="../../nn/math/IsPwr2.html"><CODE>IsPwr2</CODE></a>
1474            </th>
1475<td>Determines whether an integer is a power of 2.</td>
1476          </tr>
1477          <tr>
1478            <td width="100">  </td>
1479            <th>
1480<a href="../../nn/math/Rightmost1.html"><CODE>Rightmost1</CODE></a>
1481            </th>
1482<td>Gets the rightmost bit (closest to the LSB) that is set to <CODE>1</CODE>.</td>
1483          </tr>
1484          <tr>
1485            <td width="100">  </td>
1486            <th>
1487<a href="../../nn/math/Rightmost0.html"><CODE>Rightmost0</CODE></a>
1488            </th>
1489<td>Gets the rightmost bit (closest to the LSB) that is set to <CODE>0</CODE>.</td>
1490          </tr>
1491          <tr>
1492            <td width="100">  </td>
1493            <th>
1494<a href="../../nn/math/DistBit.html"><CODE>DistBit</CODE></a>
1495            </th>
1496<td>Calculates the distance between two bit arrays.</td>
1497          </tr>
1498          <tr>
1499            <td width="100">  </td>
1500            <th>
1501<a href="../../nn/math/CntTz.html"><CODE>CntTz</CODE></a>
1502            </th>
1503<td>Counts the number of consecutive bits set to <CODE>0</CODE>, starting from the least significant bit (LSB).</td>
1504          </tr>
1505          <tr>
1506            <td width="100">  </td>
1507            <th>
1508<a href="../../nn/math/ILog2.html"><CODE>ILog2</CODE></a>
1509            </th>
1510<td>Calculates the base 2 logarithm of an integer and returns the result as an integer.</td>
1511          </tr>
1512          <tr>
1513            <td width="100">  </td>
1514            <th>
1515<a href="../../nn/math/FloorPwr2.html"><CODE>FloorPwr2</CODE></a>
1516            </th>
1517<td>Calculates the highest power of 2 that is less than or equal to the integer provided.</td>
1518          </tr>
1519          <tr>
1520            <td width="100">  </td>
1521            <th>
1522<a href="../../nn/math/CeilPwr2.html"><CODE>CeilPwr2</CODE></a>
1523            </th>
1524<td>Calculates the lowest power of 2 that is greater than or equal to the integer provided.</td>
1525          </tr>
1526          <tr>
1527<th class="category" colspan="3">Trigonometric Functions</th>
1528          </tr>
1529          <tr>
1530            <td width="100">  </td>
1531            <th>
1532<a href="../../nn/math/SinFIdx.html"><CODE>SinFIdx</CODE></a>
1533            </th>
1534<td>Finds the sine.</td>
1535          </tr>
1536          <tr>
1537            <td width="100">  </td>
1538            <th>
1539<a href="../../nn/math/CosFIdx.html"><CODE>CosFIdx</CODE></a>
1540            </th>
1541<td>Finds the cosine.</td>
1542          </tr>
1543          <tr>
1544            <td width="100">  </td>
1545            <th>
1546<a href="../../nn/math/SinCosFIdx.html"><CODE>SinCosFIdx</CODE></a>
1547            </th>
1548<td>Finds the sine and cosine.</td>
1549          </tr>
1550          <tr>
1551            <td width="100">  </td>
1552            <th>
1553<a href="../../nn/math/TanFIdx.html"><CODE>TanFIdx</CODE></a>
1554            </th>
1555<td>Finds the tangent.</td>
1556          </tr>
1557          <tr>
1558            <td width="100">  </td>
1559            <th>
1560<a href="../../nn/math/SinRad.html"><CODE>SinRad</CODE></a>
1561            </th>
1562<td>Finds the sine.</td>
1563          </tr>
1564          <tr>
1565            <td width="100">  </td>
1566            <th>
1567<a href="../../nn/math/CosRad.html"><CODE>CosRad</CODE></a>
1568            </th>
1569<td>Finds the cosine.</td>
1570          </tr>
1571          <tr>
1572            <td width="100">  </td>
1573            <th>
1574<a href="../../nn/math/SinCosRad.html"><CODE>SinCosRad</CODE></a>
1575            </th>
1576<td>Finds the sine and cosine.</td>
1577          </tr>
1578          <tr>
1579            <td width="100">  </td>
1580            <th>
1581<a href="../../nn/math/TanRad.html"><CODE>TanRad</CODE></a>
1582            </th>
1583<td>Finds the tangent.</td>
1584          </tr>
1585          <tr>
1586            <td width="100">  </td>
1587            <th>
1588<a href="../../nn/math/SinDeg.html"><CODE>SinDeg</CODE></a>
1589            </th>
1590<td>Finds the sine.</td>
1591          </tr>
1592          <tr>
1593            <td width="100">  </td>
1594            <th>
1595<a href="../../nn/math/CosDeg.html"><CODE>CosDeg</CODE></a>
1596            </th>
1597<td>Finds the cosine.</td>
1598          </tr>
1599          <tr>
1600            <td width="100">  </td>
1601            <th>
1602<a href="../../nn/math/SinCosDeg.html"><CODE>SinCosDeg</CODE></a>
1603            </th>
1604<td>Finds the sine and cosine.</td>
1605          </tr>
1606          <tr>
1607            <td width="100">  </td>
1608            <th>
1609<a href="../../nn/math/TanDeg.html"><CODE>TanDeg</CODE></a>
1610            </th>
1611<td>Finds the tangent.</td>
1612          </tr>
1613          <tr>
1614            <td width="100">  </td>
1615            <th>
1616<a href="../../nn/math/SinIdx.html"><CODE>SinIdx</CODE></a>
1617            </th>
1618<td>Finds the sine.</td>
1619          </tr>
1620          <tr>
1621            <td width="100">  </td>
1622            <th>
1623<a href="../../nn/math/CosIdx.html"><CODE>CosIdx</CODE></a>
1624            </th>
1625<td>Finds the cosine.</td>
1626          </tr>
1627          <tr>
1628            <td width="100">  </td>
1629            <th>
1630<a href="../../nn/math/SinCosIdx.html"><CODE>SinCosIdx</CODE></a>
1631            </th>
1632<td>Finds the sine and cosine.</td>
1633          </tr>
1634          <tr>
1635            <td width="100">  </td>
1636            <th>
1637<a href="../../nn/math/TanIdx.html"><CODE>TanIdx</CODE></a>
1638            </th>
1639<td>Finds the tangent.</td>
1640          </tr>
1641          <tr>
1642            <td width="100">  </td>
1643            <th>
1644<a href="../../nn/math/AsinFIdx.html"><CODE>AsinFIdx</CODE></a>
1645            </th>
1646<td>Finds the inverse sine (arcsine).</td>
1647          </tr>
1648          <tr>
1649            <td width="100">  </td>
1650            <th>
1651<a href="../../nn/math/AcosFIdx.html"><CODE>AcosFIdx</CODE></a>
1652            </th>
1653<td>Finds the inverse cosine (arccosine).</td>
1654          </tr>
1655          <tr>
1656            <td width="100">  </td>
1657            <th>
1658<a href="../../nn/math/AsinRad.html"><CODE>AsinRad</CODE></a>
1659            </th>
1660<td>Finds the inverse sine (arcsine).</td>
1661          </tr>
1662          <tr>
1663            <td width="100">  </td>
1664            <th>
1665<a href="../../nn/math/AcosRad.html"><CODE>AcosRad</CODE></a>
1666            </th>
1667<td>Finds the inverse cosine (arccosine).</td>
1668          </tr>
1669          <tr>
1670            <td width="100">  </td>
1671            <th>
1672<a href="../../nn/math/AtanRad.html"><CODE>AtanRad</CODE></a>
1673            </th>
1674<td>Finds the inverse tangent (arctangent).</td>
1675          </tr>
1676          <tr>
1677            <td width="100">  </td>
1678            <th>
1679<a href="../../nn/math/Atan2Rad.html"><CODE>Atan2Rad</CODE></a>
1680            </th>
1681<td>Finds the inverse tangent (arctangent).</td>
1682          </tr>
1683          <tr>
1684            <td width="100">  </td>
1685            <th>
1686<a href="../../nn/math/AsinDeg.html"><CODE>AsinDeg</CODE></a>
1687            </th>
1688<td>Finds the inverse sine (arcsine).</td>
1689          </tr>
1690          <tr>
1691            <td width="100">  </td>
1692            <th>
1693<a href="../../nn/math/AcosDeg.html"><CODE>AcosDeg</CODE></a>
1694            </th>
1695<td>Finds the inverse cosine (arccosine).</td>
1696          </tr>
1697          <tr>
1698            <td width="100">  </td>
1699            <th>
1700<a href="../../nn/math/AtanDeg.html"><CODE>AtanDeg</CODE></a>
1701            </th>
1702<td>Finds the inverse tangent (arctangent).</td>
1703          </tr>
1704          <tr>
1705            <td width="100">  </td>
1706            <th>
1707<a href="../../nn/math/Atan2Deg.html"><CODE>Atan2Deg</CODE></a>
1708            </th>
1709<td>Finds the inverse tangent (arctangent).</td>
1710          </tr>
1711          <tr>
1712            <td width="100">  </td>
1713            <th>
1714<a href="../../nn/math/AsinIdx.html"><CODE>AsinIdx</CODE></a>
1715            </th>
1716<td>Finds the inverse sine (arcsine).</td>
1717          </tr>
1718          <tr>
1719            <td width="100">  </td>
1720            <th>
1721<a href="../../nn/math/AcosIdx.html"><CODE>AcosIdx</CODE></a>
1722            </th>
1723<td>Finds the inverse cosine (arccosine).</td>
1724          </tr>
1725          <tr>
1726            <td width="100">  </td>
1727            <th>
1728<a href="../../nn/math/AtanIdx.html"><CODE>AtanIdx</CODE></a>
1729            </th>
1730<td>Finds the inverse tangent (arctangent).</td>
1731          </tr>
1732          <tr>
1733            <td width="100">  </td>
1734            <th>
1735<a href="../../nn/math/Atan2Idx.html"><CODE>Atan2Idx</CODE></a>
1736            </th>
1737<td>Finds the inverse tangent (arctangent).</td>
1738          </tr> </table>
1739      </div>
1740    </a>
1741<h2>Revision History</h2>
1742    <div class="section">
1743      <dl class="history">
1744        <dt>2010/01/07</dt>
1745<dd>Initial version.<br />
1746        </dd>
1747      </dl>
1748    </div>
1749  <hr><p>CONFIDENTIAL</p></body>
1750</html>