1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../css/manpage.css" type="text/css" /> 7 <style type="text/css"><!-- 8 span.static_style 9 { 10 font-size : 8pt; 11 color : white; 12 font-weight : bold; 13 background : #44f; 14 border-left : solid 1px #aaf; 15 border-top : solid 1px #aaf; 16 border-right : solid 1px #00c; 17 border-bottom : solid 1px #00c; 18 padding-left : 2px; 19 padding-right : 2px; 20 } 21 22 span.virtual_style 23 { 24 font-size : 8pt; 25 color : white; 26 font-weight : bold; 27 background : #0a0; 28 border-left : solid 1px #0f0; 29 border-top : solid 1px #0f0; 30 border-right : solid 1px #060; 31 border-bottom : solid 1px #060; 32 padding-left : 2px; 33 padding-right : 2px; 34 } 35 36 span.protected_style 37 { 38 font-size : 8pt; 39 color : white; 40 font-weight : bold; 41 background : #444; 42 border-left : solid 1px #ccc; 43 border-top : solid 1px #ccc; 44 border-right : solid 1px #222; 45 border-bottom : solid 1px #222; 46 padding-left : 2px; 47 padding-right : 2px; 48 } 49 --></style> 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>