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> </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>