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