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 span.virtual_style 22 { 23 font-size : 8pt; 24 color : white; 25 font-weight : bold; 26 background : #0a0; 27 border-left : solid 1px #0f0; 28 border-top : solid 1px #0f0; 29 border-right : solid 1px #060; 30 border-bottom : solid 1px #060; 31 padding-left : 2px; 32 padding-right : 2px; 33 } 34 span.protected_style 35 { 36 font-size : 8pt; 37 color : white; 38 font-weight : bold; 39 background : #444; 40 border-left : solid 1px #ccc; 41 border-top : solid 1px #ccc; 42 border-right : solid 1px #222; 43 border-bottom : solid 1px #222; 44 padding-left : 2px; 45 padding-right : 2px; 46 } 47 --></style> 48<title>nn::math</title> 49 </head> 50 <body> 51<h1><CODE>nn::math</CODE> Namespace</h1> 52<h2>Description</h2> 53 <div class="section"> 54<p>Namespace for numerical calculations.</p><!-- write here --></div> 55 <a name="struct" id="struct"> 56<h2>Structures</h2> 57 <div class="section"> 58 <table class="members"> 59 <tr> 60 <th> 61<a href="../../nn/math/MTX22/Overview.html"><CODE>nn::math::MTX22</CODE></a> 62 </th> 63<td>A 2x2 matrix class.</td> 64 </tr> 65 <tr> 66 <th> 67<a href="../../nn/math/MTX23/Overview.html"><CODE>nn::math::MTX23</CODE></a> 68 </th> 69<td>A 2x3 matrix class.</td> 70 </tr> 71 <tr> 72 <th> 73<a href="../../nn/math/MTX33/Overview.html"><CODE>nn::math::MTX33</CODE></a> 74 </th> 75<td>A 3x3 matrix class.</td> 76 </tr> 77 <tr> 78 <th> 79<a href="../../nn/math/MTX34/Overview.html"><CODE>nn::math::MTX34</CODE></a> 80 </th> 81<td>A 3x4 matrix class.</td> 82 </tr> 83 <tr> 84 <th> 85<a href="../../nn/math/MTX43/Overview.html"><CODE>nn::math::MTX43</CODE></a> 86 </th> 87<td>A 4x3 matrix class.</td> 88 </tr> 89 <tr> 90 <th> 91<a href="../../nn/math/MTX44/Overview.html"><CODE>nn::math::MTX44</CODE></a> 92 </th> 93<td>A 4x4 matrix class.</td> 94 </tr> 95 <tr> 96 <th> 97<a href="../../nn/math/VEC2/Overview.html"><CODE>nn::math::VEC2</CODE></a> 98 </th> 99<td>A two-dimensional vector class.</td> 100 </tr> 101 <tr> 102 <th> 103<a href="../../nn/math/VEC3/Overview.html"><CODE>nn::math::VEC3</CODE></a> 104 </th> 105<td>A three-dimensional vector class.</td> 106 </tr> 107 <tr> 108 <th> 109<a href="../../nn/math/VEC4/Overview.html"><CODE>nn::math::VEC4</CODE></a> 110 </th> 111<td>A four-dimensional vector class.</td> 112 </tr> </table> 113 </div> 114 </a> <a name="enum" id="enum"> 115<h2>Enumerated Types</h2> 116 <div class="section"> 117 <table class="members"> 118 <tr> 119<th class="category" colspan="3">Matrix</th> 120 </tr> 121 <tr> 122 <td width="100"> </td> 123 <th> 124<a href="../../nn/math/PivotDirection.html"><CODE>PivotDirection</CODE></a> 125 </th> 126<td>Enumerated type for specifying the rotation matrix to multiply the projection matrix by.</td> 127 </tr> </table> 128 </div> 129 </a> <a name="function" id="function"> 130<h2>Functions</h2> 131 <div class="section"> 132 <table class="members"> 133 <tr> 134<th class="category" colspan="3">Matrices</th> 135 </tr> 136 <tr> 137 <td width="100"> </td> 138 <th> 139<a href="../../nn/math/MTX43Copy.html"><CODE>MTX43Copy</CODE></a> 140 </th> 141<td>Copies a matrix.</td> 142 </tr> 143 <tr> 144 <td width="100"> </td> 145 <th> 146<a href="../../nn/math/MTX43Add.html"><CODE>MTX43Add</CODE></a> 147 </th> 148<td>Calculates the sum of two matrices.</td> 149 </tr> 150 <tr> 151 <td width="100"> </td> 152 <th> 153<a href="../../nn/math/MTX43Mult.html"><CODE>MTX43Mult</CODE></a> 154 </th> 155<td>Calculates the product of two matrices.</td> 156 </tr> 157 <tr> 158 <td width="100"> </td> 159 <th> 160<a href="../../nn/math/MTX44PerspectiveDeg.html"><CODE>MTX44PerspectiveDeg</CODE></a> 161 </th> 162<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td> 163 </tr> 164 <tr> 165 <td width="100"> </td> 166 <th> 167<a href="../../nn/math/MTX44PerspectivePivotDeg.html"><CODE>MTX44PerspectivePivotDeg</CODE></a> 168 </th> 169<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td> 170 </tr> 171 <tr> 172 <td width="100"> </td> 173 <th> 174<a href="../../nn/math/MTX44RotXYZRad.html"><CODE>MTX44RotXYZRad</CODE></a> 175 </th> 176<td>Creates a rotation matrix.</td> 177 </tr> 178 <tr> 179 <td width="100"> </td> 180 <th> 181<a href="../../nn/math/MTX44RotXYZDeg.html"><CODE>MTX44RotXYZDeg</CODE></a> 182 </th> 183<td>Creates a rotation matrix.</td> 184 </tr> 185 <tr> 186 <td width="100"> </td> 187 <th> 188<a href="../../nn/math/MTX44RotAxisRad.html"><CODE>MTX44RotAxisRad</CODE></a> 189 </th> 190<td>Creates a rotation matrix for rotating around the specified axis.</td> 191 </tr> 192 <tr> 193 <td width="100"> </td> 194 <th> 195<a href="../../nn/math/MTX44RotAxisDeg.html"><CODE>MTX44RotAxisDeg</CODE></a> 196 </th> 197<td>Creates a rotation matrix for rotating around the specified axis.</td> 198 </tr> 199 <tr> 200 <td width="100"> </td> 201 <th> 202<a href="../../nn/math/MTX22IsIdentity.html"><CODE>MTX22IsIdentity</CODE></a> 203 </th> 204<td>Determines whether a matrix is an identity matrix.</td> 205 </tr> 206 <tr> 207 <td width="100"> </td> 208 <th> 209<a href="../../nn/math/MTX22Copy.html"><CODE>MTX22Copy</CODE></a> 210 </th> 211<td>Copies a 2x2 matrix.</td> 212 </tr> 213 <tr> 214 <td width="100"> </td> 215 <th> 216<a href="../../nn/math/MTX22Zero.html"><CODE>MTX22Zero</CODE></a> 217 </th> 218<td>Creates a zero matrix.</td> 219 </tr> 220 <tr> 221 <td width="100"> </td> 222 <th> 223<a href="../../nn/math/MTX22Identity.html"><CODE>MTX22Identity</CODE></a> 224 </th> 225<td>Creates a 2x2 identity matrix.</td> 226 </tr> 227 <tr> 228 <td width="100"> </td> 229 <th> 230<a href="../../nn/math/MTX22MAdd.html"><CODE>MTX22MAdd</CODE></a> 231 </th> 232<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 233 </tr> 234 <tr> 235 <td width="100"> </td> 236 <th> 237<a href="../../nn/math/MTX23Copy.html"><CODE>MTX23Copy</CODE></a> 238 </th> 239<td>Copies a 2x3 matrix.</td> 240 </tr> 241 <tr> 242 <td width="100"> </td> 243 <th> 244<a href="../../nn/math/MTX23Zero.html"><CODE>MTX23Zero</CODE></a> 245 </th> 246<td>Creates a zero matrix.</td> 247 </tr> 248 <tr> 249 <td width="100"> </td> 250 <th> 251<a href="../../nn/math/MTX23Identity.html"><CODE>MTX23Identity</CODE></a> 252 </th> 253<td>Creates a 2x3 identity matrix.</td> 254 </tr> 255 <tr> 256 <td width="100"> </td> 257 <th> 258<a href="../../nn/math/MTX23IsIdentity.html"><CODE>MTX23IsIdentity</CODE></a> 259 </th> 260<td>Determines whether a matrix is an identity matrix.</td> 261 </tr> 262 <tr> 263 <td width="100"> </td> 264 <th> 265<a href="../../nn/math/MTX23Add.html"><CODE>MTX23Add</CODE></a> 266 </th> 267<td>Adds two 2x3 matrices.</td> 268 </tr> 269 <tr> 270 <td width="100"> </td> 271 <th> 272<a href="../../nn/math/MTX23Sub.html"><CODE>MTX23Sub</CODE></a> 273 </th> 274<td>Subtracts a 2x3 matrix from a 2x3 matrix.</td> 275 </tr> 276 <tr> 277 <td width="100"> </td> 278 <th> 279<a href="../../nn/math/MTX23Mult.html"><CODE>MTX23Mult</CODE></a> 280 </th> 281<td>Calculates the scalar product of a 2x3 matrix.</td> 282 </tr> 283 <tr> 284 <td width="100"> </td> 285 <th> 286<a href="../../nn/math/MTX23Scale.html"><CODE>MTX23Scale</CODE></a> 287 </th> 288<td>Scales a 2x3 matrix.</td> 289 </tr> 290 <tr> 291 <td width="100"> </td> 292 <th> 293<a href="../../nn/math/MTX23Translate.html"><CODE>MTX23Translate</CODE></a> 294 </th> 295<td>Translates a 2x3 matrix. Postmultiplies the input matrix by the translation matrix.</td> 296 </tr> 297 <tr> 298 <td width="100"> </td> 299 <th> 300<a href="../../nn/math/MTX23RotFIdx.html"><CODE>MTX23RotFIdx</CODE></a> 301 </th> 302<td>Creates a rotation matrix.</td> 303 </tr> 304 <tr> 305 <td width="100"> </td> 306 <th> 307<a href="../../nn/math/MTX23RotCenterFIdx.html"><CODE>MTX23RotCenterFIdx</CODE></a> 308 </th> 309<td>Creates a rotation matrix having the specified center of rotation.</td> 310 </tr> 311 <tr> 312 <td width="100"> </td> 313 <th> 314<a href="../../nn/math/MTX23MAdd.html"><CODE>MTX23MAdd</CODE></a> 315 </th> 316<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 317 </tr> 318 <tr> 319 <td width="100"> </td> 320 <th> 321<a href="../../nn/math/MTX22ToMTX23.html"><CODE>MTX22ToMTX23</CODE></a> 322 </th> 323<td>Copies a 2x2 matrix to a 2x3 matrix.</td> 324 </tr> 325 <tr> 326 <td width="100"> </td> 327 <th> 328<a href="../../nn/math/MTX33IsIdentity.html"><CODE>MTX33IsIdentity</CODE></a> 329 </th> 330<td>Determines whether a matrix is an identity matrix.</td> 331 </tr> 332 <tr> 333 <td width="100"> </td> 334 <th> 335<a href="../../nn/math/MTX33Zero.html"><CODE>MTX33Zero</CODE></a> 336 </th> 337<td>Creates a zero matrix.</td> 338 </tr> 339 <tr> 340 <td width="100"> </td> 341 <th> 342<a href="../../nn/math/MTX33Identity.html"><CODE>MTX33Identity</CODE></a> 343 </th> 344<td>Creates an identity matrix.</td> 345 </tr> 346 <tr> 347 <td width="100"> </td> 348 <th> 349<a href="../../nn/math/MTX34Zero.html"><CODE>MTX34Zero</CODE></a> 350 </th> 351<td>Creates a zero matrix.</td> 352 </tr> 353 <tr> 354 <td width="100"> </td> 355 <th> 356<a href="../../nn/math/MTX34Identity.html"><CODE>MTX34Identity</CODE></a> 357 </th> 358<td>Creates an identity matrix.</td> 359 </tr> 360 <tr> 361 <td width="100"> </td> 362 <th> 363<a href="../../nn/math/MTX34IsIdentity.html"><CODE>MTX34IsIdentity</CODE></a> 364 </th> 365<td>Determines whether a matrix is an identity matrix.</td> 366 </tr> 367 <tr> 368 <td width="100"> </td> 369 <th> 370<a href="../../nn/math/MTX34Sub.html"><CODE>MTX34Sub</CODE></a> 371 </th> 372<td>Calculates the difference of two matrices.</td> 373 </tr> 374 <tr> 375 <td width="100"> </td> 376 <th> 377<a href="../../nn/math/MTX34RotAxisFIdx.html"><CODE>MTX34RotAxisFIdx</CODE></a> 378 </th> 379<td>Creates a rotation matrix for rotating around the specified axis.</td> 380 </tr> 381 <tr> 382 <td width="100"> </td> 383 <th> 384<a href="../../nn/math/MTX34RotXYZTranslateFIdx.html"><CODE>MTX34RotXYZTranslateFIdx</CODE></a> 385 </th> 386<td>Produces a matrix that is the result of premultiplying a rotation matrix by a translation matrix.</td> 387 </tr> 388 <tr> 389 <td width="100"> </td> 390 <th> 391<a href="../../nn/math/MTX34InvTranspose.html"><CODE>MTX34InvTranspose</CODE></a> 392 </th> 393<td>Calculates the inverse transpose of a 3x4 matrix and stores it in a 3x3 matrix.</td> 394 </tr> 395 <tr> 396 <td width="100"> </td> 397 <th> 398<a href="../../nn/math/MTX34MultArray.html"><CODE>MTX34MultArray</CODE></a> 399 </th> 400<td>Premultiplies an array of matrices by another matrix.</td> 401 </tr> 402 <tr> 403 <td width="100"> </td> 404 <th> 405<a href="../../nn/math/MTX34TextureProjectionFrustum.html"><CODE>MTX34TextureProjectionFrustum</CODE></a> 406 </th> 407<td>Creates a texture projection matrix based on the viewing frustum.</td> 408 </tr> 409 <tr> 410 <td width="100"> </td> 411 <th> 412<a href="../../nn/math/MTX34TextureProjectionPerspective.html"><CODE>MTX34TextureProjectionPerspective</CODE></a> 413 </th> 414<td>Creates a texture projection matrix.</td> 415 </tr> 416 <tr> 417 <td width="100"> </td> 418 <th> 419<a href="../../nn/math/MTX34TextureProjectionOrtho.html"><CODE>MTX34TextureProjectionOrtho</CODE></a> 420 </th> 421<td>Creates an orthogonal texture projection matrix.</td> 422 </tr> 423 <tr> 424 <td width="100"> </td> 425 <th> 426<a href="../../nn/math/MTX43IsIdentity.html"><CODE>MTX43IsIdentity</CODE></a> 427 </th> 428<td>Determines whether a matrix is an identity matrix.</td> 429 </tr> 430 <tr> 431 <td width="100"> </td> 432 <th> 433<a href="../../nn/math/MTX43Zero.html"><CODE>MTX43Zero</CODE></a> 434 </th> 435<td>Creates a zero matrix.</td> 436 </tr> 437 <tr> 438 <td width="100"> </td> 439 <th> 440<a href="../../nn/math/MTX43Identity.html"><CODE>MTX43Identity</CODE></a> 441 </th> 442<td>Creates an identity matrix.</td> 443 </tr> 444 <tr> 445 <td width="100"> </td> 446 <th> 447<a href="../../nn/math/MTX43Sub.html"><CODE>MTX43Sub</CODE></a> 448 </th> 449<td>Calculates the difference of two matrices.</td> 450 </tr> 451 <tr> 452 <td width="100"> </td> 453 <th> 454<a href="../../nn/math/MTX44Zero.html"><CODE>MTX44Zero</CODE></a> 455 </th> 456<td>Creates a zero matrix.</td> 457 </tr> 458 <tr> 459 <td width="100"> </td> 460 <th> 461<a href="../../nn/math/MTX44Identity.html"><CODE>MTX44Identity</CODE></a> 462 </th> 463<td>Creates an identity matrix.</td> 464 </tr> 465 <tr> 466 <td width="100"> </td> 467 <th> 468<a href="../../nn/math/MTX44Sub.html"><CODE>MTX44Sub</CODE></a> 469 </th> 470<td>Calculates the difference of two matrices.</td> 471 </tr> 472 <tr> 473 <td width="100"> </td> 474 <th> 475<a href="../../nn/math/MTX44IsIdentity.html"><CODE>MTX44IsIdentity</CODE></a> 476 </th> 477<td>Determines whether a matrix is an identity matrix.</td> 478 </tr> 479 <tr> 480 <td width="100"> </td> 481 <th> 482<a href="../../nn/math/MTX44FrustumPivot.html"><CODE>MTX44FrustumPivot</CODE></a> 483 </th> 484<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> 485 </tr> 486 <tr> 487 <td width="100"> </td> 488 <th> 489<a href="../../nn/math/MTX44OrthoPivot.html"><CODE>MTX44OrthoPivot</CODE></a> 490 </th> 491<td>Creates a projection matrix that has been multiplied by a screen rotation. Creates an orthographic projection matrix.</td> 492 </tr> 493 <tr> 494 <td width="100"> </td> 495 <th> 496<a href="../../nn/math/MTX44PerspectivePivotRad.html"><CODE>MTX44PerspectivePivotRad</CODE></a> 497 </th> 498<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> 499 </tr> 500 <tr> 501 <td width="100"> </td> 502 <th> 503<a href="../../nn/math/MTX44MultArray.html"><CODE>MTX44MultArray</CODE></a> 504 </th> 505<td>Premultiplies an array of matrices by another matrix.</td> 506 </tr> 507 <tr> 508 <td width="100"> </td> 509 <th> 510<a href="../../nn/math/MTX44RotAxisFIdx.html"><CODE>MTX44RotAxisFIdx</CODE></a> 511 </th> 512<td>Creates a rotation matrix for rotating around the specified axis.</td> 513 </tr> 514 <tr> 515 <td width="100"> </td> 516 <th> 517<a href="../../nn/math/MTX33Mult.html"><CODE>MTX33Mult</CODE></a> 518 </th> 519<td>Calculates the product of two 3x3 matrices.</td> 520 </tr> 521 <tr> 522 <td width="100"> </td> 523 <th> 524<a href="../../nn/math/MTX33Copy.html"><CODE>MTX33Copy</CODE></a> 525 </th> 526<td>Copies a 3x3 matrix.</td> 527 </tr> 528 <tr> 529 <td width="100"> </td> 530 <th> 531<a href="../../nn/math/MTX33MAdd.html"><CODE>MTX33MAdd</CODE></a> 532 </th> 533<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 534 </tr> 535 <tr> 536 <td width="100"> </td> 537 <th> 538<a href="../../nn/math/MTX34Copy.html"><CODE>MTX34Copy</CODE></a> 539 </th> 540<td>Copies a matrix.</td> 541 </tr> 542 <tr> 543 <td width="100"> </td> 544 <th> 545<a href="../../nn/math/MTX34Add.html"><CODE>MTX34Add</CODE></a> 546 </th> 547<td>Calculates the sum of two matrices.</td> 548 </tr> 549 <tr> 550 <td width="100"> </td> 551 <th> 552<a href="../../nn/math/MTX34Mult.html"><CODE>MTX34Mult</CODE></a> 553 </th> 554<td>Calculates the scalar product of a matrix.</td> 555 </tr> 556 <tr> 557 <td width="100"> </td> 558 <th> 559<a href="../../nn/math/MTX34MAdd.html"><CODE>MTX34MAdd</CODE></a> 560 </th> 561<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 562 </tr> 563 <tr> 564 <td width="100"> </td> 565 <th> 566<a href="../../nn/math/MTX34Inverse.html"><CODE>MTX34Inverse</CODE></a> 567 </th> 568<td>Calculates the inverse of a matrix.</td> 569 </tr> 570 <tr> 571 <td width="100"> </td> 572 <th> 573<a href="../../nn/math/MTX34Transpose.html"><CODE>MTX34Transpose</CODE></a> 574 </th> 575<td>Creates the transpose of a matrix.</td> 576 </tr> 577 <tr> 578 <td width="100"> </td> 579 <th> 580<a href="../../nn/math/MTX34LookAt.html"><CODE>MTX34LookAt</CODE></a> 581 </th> 582<td>Sets the camera matrix.</td> 583 </tr> 584 <tr> 585 <td width="100"> </td> 586 <th> 587<a href="../../nn/math/MTX34CameraRotate.html"><CODE>MTX34CameraRotate</CODE></a> 588 </th> 589<td>Sets the camera matrix.</td> 590 </tr> 591 <tr> 592 <td width="100"> </td> 593 <th> 594<a href="../../nn/math/MTX34RotXYZFIdx.html"><CODE>MTX34RotXYZFIdx</CODE></a> 595 </th> 596<td>Creates a rotation matrix.</td> 597 </tr> 598 <tr> 599 <td width="100"> </td> 600 <th> 601<a href="../../nn/math/MTX34Scale.html"><CODE>MTX34Scale</CODE></a> 602 </th> 603<td>Creates a matrix to use for scaling transformations.</td> 604 </tr> 605 <tr> 606 <td width="100"> </td> 607 <th> 608<a href="../../nn/math/MTX34MultScale.html"><CODE>MTX34MultScale</CODE></a> 609 </th> 610<td>Scales a matrix. Postmultiplies the input matrix by the scaling matrix.</td> 611 </tr> 612 <tr> 613 <td width="100"> </td> 614 <th> 615<a href="../../nn/math/MTX34Translate.html"><CODE>MTX34Translate</CODE></a> 616 </th> 617<td>Creates a translation matrix.</td> 618 </tr> 619 <tr> 620 <td width="100"> </td> 621 <th> 622<a href="../../nn/math/MTX34MultTranslate.html"><CODE>MTX34MultTranslate</CODE></a> 623 </th> 624<td>Translates a matrix. Postmultiplies the input matrix by the translation matrix.</td> 625 </tr> 626 <tr> 627 <td width="100"> </td> 628 <th> 629<a href="../../nn/math/MTX34RotAxisRad_.html"><CODE>MTX34RotAxisRad_</CODE></a> 630 </th> 631<td>Creates a rotation matrix for rotating around the specified axis.</td> 632 </tr> 633 <tr> 634 <td width="100"> </td> 635 <th> 636<a href="../../nn/math/MTX34RotXYZRad.html"><CODE>MTX34RotXYZRad</CODE></a> 637 </th> 638<td>Creates a rotation matrix.</td> 639 </tr> 640 <tr> 641 <td width="100"> </td> 642 <th> 643<a href="../../nn/math/MTX34RotXYZDeg.html"><CODE>MTX34RotXYZDeg</CODE></a> 644 </th> 645<td>Creates a rotation matrix.</td> 646 </tr> 647 <tr> 648 <td width="100"> </td> 649 <th> 650<a href="../../nn/math/MTX34RotAxisRad.html"><CODE>MTX34RotAxisRad</CODE></a> 651 </th> 652<td>Creates a rotation matrix for rotating around the specified axis.</td> 653 </tr> 654 <tr> 655 <td width="100"> </td> 656 <th> 657<a href="../../nn/math/MTX34RotAxisDeg.html"><CODE>MTX34RotAxisDeg</CODE></a> 658 </th> 659<td>Creates a rotation matrix for rotating around the specified axis.</td> 660 </tr> 661 <tr> 662 <td width="100"> </td> 663 <th> 664<a href="../../nn/math/MTX44Copy.html"><CODE>MTX44Copy</CODE></a> 665 </th> 666<td>Copies a matrix.</td> 667 </tr> 668 <tr> 669 <td width="100"> </td> 670 <th> 671<a href="../../nn/math/MTX44Add.html"><CODE>MTX44Add</CODE></a> 672 </th> 673<td>Calculates the sum of two matrices.</td> 674 </tr> 675 <tr> 676 <td width="100"> </td> 677 <th> 678<a href="../../nn/math/MTX44Mult.html"><CODE>MTX44Mult</CODE></a> 679 </th> 680<td>Calculates the scalar product of a matrix.</td> 681 </tr> 682 <tr> 683 <td width="100"> </td> 684 <th> 685<a href="../../nn/math/MTX44Frustum.html"><CODE>MTX44Frustum</CODE></a> 686 </th> 687<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> 688 </tr> 689 <tr> 690 <td width="100"> </td> 691 <th> 692<a href="../../nn/math/MTX44Ortho.html"><CODE>MTX44Ortho</CODE></a> 693 </th> 694<td>Creates an orthographic projection matrix. <BR><BR><B>Note:</B> The order of the arguments follows the OpenGL standard.</td> 695 </tr> 696 <tr> 697 <td width="100"> </td> 698 <th> 699<a href="../../nn/math/MTX44PerspectiveRad.html"><CODE>MTX44PerspectiveRad</CODE></a> 700 </th> 701<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td> 702 </tr> 703 <tr> 704 <td width="100"> </td> 705 <th> 706<a href="../../nn/math/MTX44Transpose.html"><CODE>MTX44Transpose</CODE></a> 707 </th> 708<td>Creates the transpose of a matrix.</td> 709 </tr> 710 <tr> 711 <td width="100"> </td> 712 <th> 713<a href="../../nn/math/MTX44Inverse.html"><CODE>MTX44Inverse</CODE></a> 714 </th> 715<td>Calculates the inverse of a matrix.</td> 716 </tr> 717 <tr> 718 <td width="100"> </td> 719 <th> 720<a href="../../nn/math/MTX44RotXYZFIdx.html"><CODE>MTX44RotXYZFIdx</CODE></a> 721 </th> 722<td>Creates a rotation matrix.</td> 723 </tr> 724 <tr> 725 <td width="100"> </td> 726 <th> 727<a href="../../nn/math/MTX44Scale.html"><CODE>MTX44Scale</CODE></a> 728 </th> 729<td>Creates a matrix to use for scaling transformations.</td> 730 </tr> 731 <tr> 732 <td width="100"> </td> 733 <th> 734<a href="../../nn/math/MTX44MultScale.html"><CODE>MTX44MultScale</CODE></a> 735 </th> 736<td>Scales a matrix. Postmultiplies the input matrix by the scaling matrix.</td> 737 </tr> 738 <tr> 739 <td width="100"> </td> 740 <th> 741<a href="../../nn/math/MTX44Translate.html"><CODE>MTX44Translate</CODE></a> 742 </th> 743<td>Creates a translation matrix.</td> 744 </tr> 745 <tr> 746 <td width="100"> </td> 747 <th> 748<a href="../../nn/math/MTX44MultTranslate.html"><CODE>MTX44MultTranslate</CODE></a> 749 </th> 750<td>Translates a matrix. Postmultiplies the input matrix by the translation matrix.</td> 751 </tr> 752 <tr> 753 <td width="100"> </td> 754 <th> 755<a href="../../nn/math/MTX44RotAxisRad_.html"><CODE>MTX44RotAxisRad_</CODE></a> 756 </th> 757<td>Creates a rotation matrix for rotating around the specified axis.</td> 758 </tr> 759 <tr> 760 <td width="100"> </td> 761 <th> 762<a href="../../nn/math/MTX43Transpose.html"><CODE>MTX43Transpose</CODE></a> 763 </th> 764<td>Gets the transpose of a 4x3 matrix, resulting in a 3x4 matrix.</td> 765 </tr> 766 <tr> 767<th class="category" colspan="3">Quaternions</th> 768 </tr> 769 <tr> 770 <td width="100"> </td> 771 <th> 772<a href="../../nn/math/QUATAdd.html"><CODE>QUATAdd</CODE></a> 773 </th> 774<td>Calculates the sum of two quaternions.</td> 775 </tr> 776 <tr> 777 <td width="100"> </td> 778 <th> 779<a href="../../nn/math/QUATSub.html"><CODE>QUATSub</CODE></a> 780 </th> 781<td>Calculates the result of quaternion subtraction.</td> 782 </tr> 783 <tr> 784 <td width="100"> </td> 785 <th> 786<a href="../../nn/math/QUATDivide.html"><CODE>QUATDivide</CODE></a> 787 </th> 788<td>Calculates the quotient of two quaternions.</td> 789 </tr> 790 <tr> 791 <td width="100"> </td> 792 <th> 793<a href="../../nn/math/QUATDot.html"><CODE>QUATDot</CODE></a> 794 </th> 795<td>Calculates the dot product of two quaternions.</td> 796 </tr> 797 <tr> 798 <td width="100"> </td> 799 <th> 800<a href="../../nn/math/QUATScale.html"><CODE>QUATScale</CODE></a> 801 </th> 802<td>Multiplies a quaternion by a real number.</td> 803 </tr> 804 <tr> 805 <td width="100"> </td> 806 <th> 807<a href="../../nn/math/QUATExp.html"><CODE>QUATExp</CODE></a> 808 </th> 809<td>Calculates the base of the natural logarithm (the constant <CODE>e</CODE>) raised to the power of a quaternion.</td> 810 </tr> 811 <tr> 812 <td width="100"> </td> 813 <th> 814<a href="../../nn/math/QUATLogN.html"><CODE>QUATLogN</CODE></a> 815 </th> 816<td>Calculates the natural logarithm of a quaternion.</td> 817 </tr> 818 <tr> 819 <td width="100"> </td> 820 <th> 821<a href="../../nn/math/QUATLerp.html"><CODE>QUATLerp</CODE></a> 822 </th> 823<td>Calculates the linear interpolation between two quaternions.</td> 824 </tr> 825 <tr> 826 <td width="100"> </td> 827 <th> 828<a href="../../nn/math/QUATSlerp.html"><CODE>QUATSlerp</CODE></a> 829 </th> 830<td>Calculates the spherical linear interpolation between two quaternions.</td> 831 </tr> 832 <tr> 833 <td width="100"> </td> 834 <th> 835<a href="../../nn/math/QUATSquad.html"><CODE>QUATSquad</CODE></a> 836 </th> 837<td>Calculates the spherical cubic interpolation between two quaternions.</td> 838 </tr> 839 <tr> 840 <td width="100"> </td> 841 <th> 842<a href="../../nn/math/QUATMakeClosest.html"><CODE>QUATMakeClosest</CODE></a> 843 </th> 844<td>Modifies <SPAN class="argument">q</SPAN> so it is on the same side of the hypersphere as <SPAN class="argument">qto</SPAN>.</td> 845 </tr> 846 <tr> 847 <td width="100"> </td> 848 <th> 849<a href="../../nn/math/QUATRotAxisRad.html"><CODE>QUATRotAxisRad</CODE></a> 850 </th> 851<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> 852 </tr> 853 <tr> 854 <td width="100"> </td> 855 <th> 856<a href="../../nn/math/QUATToMTX34.html"><CODE>QUATToMTX34</CODE></a> 857 </th> 858<td>Creates a rotation matrix from a quaternion.</td> 859 </tr> 860 <tr> 861 <td width="100"> </td> 862 <th> 863<a href="../../nn/math/QUATInverse.html"><CODE>QUATInverse</CODE></a> 864 </th> 865<td>Calculates the inverse of a quaternion.</td> 866 </tr> 867 <tr> 868 <td width="100"> </td> 869 <th> 870<a href="../../nn/math/QUATMult.html"><CODE>QUATMult</CODE></a> 871 </th> 872<td>Calculates the product of two quaternions.</td> 873 </tr> 874 <tr> 875 <td width="100"> </td> 876 <th> 877<a href="../../nn/math/QUATNormalize.html"><CODE>QUATNormalize</CODE></a> 878 </th> 879<td>Normalizes a quaternion.</td> 880 </tr> 881 <tr> 882<th class="category" colspan="3">Utilities</th> 883 </tr> 884 <tr> 885 <td width="100"> </td> 886 <th> 887<a href="../../nn/math/MTX23ToMTX22.html"><CODE>MTX23ToMTX22</CODE></a> 888 </th> 889<td>Copies a 2x3 matrix to a 2x2 matrix.</td> 890 </tr> 891 <tr> 892 <td width="100"> </td> 893 <th> 894<a href="../../nn/math/VEC2Transform.html"><CODE>VEC2Transform</CODE></a> 895 </th> 896<td>Transforms a two-dimensional vector using a matrix.</td> 897 </tr> 898 <tr> 899 <td width="100"> </td> 900 <th> 901<a href="../../nn/math/VEC3TransformArray.html"><CODE>VEC3TransformArray</CODE></a> 902 </th> 903<td>Transforms a vector array using a matrix. The fourth element of each vector is taken as <CODE>1</CODE> during calculation.</td> 904 </tr> 905 <tr> 906 <td width="100"> </td> 907 <th> 908<a href="../../nn/math/VEC3TransformNormal.html"><CODE>VEC3TransformNormal</CODE></a> 909 </th> 910<td>Transforms a vector using a matrix. The fourth element of the vector is taken as <CODE>0</CODE> during calculation.</td> 911 </tr> 912 <tr> 913 <td width="100"> </td> 914 <th> 915<a href="../../nn/math/VEC3TransformNormalArray.html"><CODE>VEC3TransformNormalArray</CODE></a> 916 </th> 917<td>Transforms a vector array using a matrix. The fourth element of each vector is taken as <CODE>0</CODE> during calculation.</td> 918 </tr> 919 <tr> 920 <td width="100"> </td> 921 <th> 922<a href="../../nn/math/VEC3TransformCoord.html"><CODE>VEC3TransformCoord</CODE></a> 923 </th> 924<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> 925 </tr> 926 <tr> 927 <td width="100"> </td> 928 <th> 929<a href="../../nn/math/VEC3TransformCoordArray.html"><CODE>VEC3TransformCoordArray</CODE></a> 930 </th> 931<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> 932 </tr> 933 <tr> 934 <td width="100"> </td> 935 <th> 936<a href="../../nn/math/VEC4Transform.html"><CODE>VEC4Transform</CODE></a> 937 </th> 938<td>Transforms a vector using a matrix.</td> 939 </tr> 940 <tr> 941 <td width="100"> </td> 942 <th> 943<a href="../../nn/math/VEC4TransformArray.html"><CODE>VEC4TransformArray</CODE></a> 944 </th> 945<td>Transforms a vector array using a matrix.</td> 946 </tr> 947 <tr> 948 <td width="100"> </td> 949 <th> 950<a href="../../nn/math/MTX34ToMTX33.html"><CODE>MTX34ToMTX33</CODE></a> 951 </th> 952<td>Copies a 3x4 matrix to a 3x3 matrix.</td> 953 </tr> 954 <tr> 955 <td width="100"> </td> 956 <th> 957<a href="../../nn/math/MTX33ToMTX34.html"><CODE>MTX33ToMTX34</CODE></a> 958 </th> 959<td>Copies a 3x3 matrix to a 3x4 matrix.</td> 960 </tr> 961 <tr> 962 <td width="100"> </td> 963 <th> 964<a href="../../nn/math/MTX34ToQUAT.html"><CODE>MTX34ToQUAT</CODE></a> 965 </th> 966<td>Creates a quaternion from a rotation matrix.</td> 967 </tr> 968 <tr> 969 <td width="100"> </td> 970 <th> 971<a href="../../nn/math/VEC3Transform.html"><CODE>VEC3Transform</CODE></a> 972 </th> 973<td>Transforms a vector using a matrix.</td> 974 </tr> 975 <tr> 976<th class="category" colspan="3">Vectors</th> 977 </tr> 978 <tr> 979 <td width="100"> </td> 980 <th> 981<a href="../../nn/math/VEC2IsZero.html"><CODE>VEC2IsZero</CODE></a> 982 </th> 983<td>Determines whether a vector is the zero vector.</td> 984 </tr> 985 <tr> 986 <td width="100"> </td> 987 <th> 988<a href="../../nn/math/VEC2Maximize.html"><CODE>VEC2Maximize</CODE></a> 989 </th> 990<td>Creates the vector formed by the larger of each component of two input vectors.</td> 991 </tr> 992 <tr> 993 <td width="100"> </td> 994 <th> 995<a href="../../nn/math/VEC2Minimize.html"><CODE>VEC2Minimize</CODE></a> 996 </th> 997<td>Creates the vector formed by the smaller of each component of two input vectors.</td> 998 </tr> 999 <tr> 1000 <td width="100"> </td> 1001 <th> 1002<a href="../../nn/math/VEC2Normalize.html"><CODE>VEC2Normalize</CODE></a> 1003 </th> 1004<td>Normalizes a vector.</td> 1005 </tr> 1006 <tr> 1007 <td width="100"> </td> 1008 <th> 1009<a href="../../nn/math/VEC2SafeNormalize.html"><CODE>VEC2SafeNormalize</CODE></a> 1010 </th> 1011<td>Normalizes a vector. If normalization fails, sets the specified vector.</td> 1012 </tr> 1013 <tr> 1014 <td width="100"> </td> 1015 <th> 1016<a href="../../nn/math/VEC3IsZero.html"><CODE>VEC3IsZero</CODE></a> 1017 </th> 1018<td>Determines whether a vector is the zero vector.</td> 1019 </tr> 1020 <tr> 1021 <td width="100"> </td> 1022 <th> 1023<a href="../../nn/math/VEC3Maximize.html"><CODE>VEC3Maximize</CODE></a> 1024 </th> 1025<td>Creates the vector formed by the larger of each component of two input vectors.</td> 1026 </tr> 1027 <tr> 1028 <td width="100"> </td> 1029 <th> 1030<a href="../../nn/math/VEC3Minimize.html"><CODE>VEC3Minimize</CODE></a> 1031 </th> 1032<td>Creates the vector formed by the smaller of each component of two input vectors.</td> 1033 </tr> 1034 <tr> 1035 <td width="100"> </td> 1036 <th> 1037<a href="../../nn/math/VEC3Cross.html"><CODE>VEC3Cross</CODE></a> 1038 </th> 1039<td>Calculates the cross product of two vectors.</td> 1040 </tr> 1041 <tr> 1042 <td width="100"> </td> 1043 <th> 1044<a href="../../nn/math/VEC3SafeNormalize.html"><CODE>VEC3SafeNormalize</CODE></a> 1045 </th> 1046<td>Normalizes a vector. If normalization fails, sets the specified vector.</td> 1047 </tr> 1048 <tr> 1049 <td width="100"> </td> 1050 <th> 1051<a href="../../nn/math/VEC3SquareDist.html"><CODE>VEC3SquareDist</CODE></a> 1052 </th> 1053<td>Calculates the square of the distance between two vectors.</td> 1054 </tr> 1055 <tr> 1056 <td width="100"> </td> 1057 <th> 1058<a href="../../nn/math/VEC4IsZero.html"><CODE>VEC4IsZero</CODE></a> 1059 </th> 1060<td>Determines whether a vector is the zero vector.</td> 1061 </tr> 1062 <tr> 1063 <td width="100"> </td> 1064 <th> 1065<a href="../../nn/math/VEC4IsZeroWOne.html"><CODE>VEC4IsZeroWOne</CODE></a> 1066 </th> 1067<td>Determines whether a vector is the zero vector in homogeneous coordinates.</td> 1068 </tr> 1069 <tr> 1070 <td width="100"> </td> 1071 <th> 1072<a href="../../nn/math/VEC4Add.html"><CODE>VEC4Add</CODE></a> 1073 </th> 1074<td>Calculates the resultant vector (the result of vector addition).</td> 1075 </tr> 1076 <tr> 1077 <td width="100"> </td> 1078 <th> 1079<a href="../../nn/math/VEC4Sub.html"><CODE>VEC4Sub</CODE></a> 1080 </th> 1081<td>Calculates the result of vector subtraction.</td> 1082 </tr> 1083 <tr> 1084 <td width="100"> </td> 1085 <th> 1086<a href="../../nn/math/VEC4Mult.html"><CODE>VEC4Mult</CODE></a> 1087 </th> 1088<td>Calculates the product of two vectors.</td> 1089 </tr> 1090 <tr> 1091 <td width="100"> </td> 1092 <th> 1093<a href="../../nn/math/VEC4Scale.html"><CODE>VEC4Scale</CODE></a> 1094 </th> 1095<td>Calculates a scalar multiple of a vector.</td> 1096 </tr> 1097 <tr> 1098 <td width="100"> </td> 1099 <th> 1100<a href="../../nn/math/VEC4Lerp.html"><CODE>VEC4Lerp</CODE></a> 1101 </th> 1102<td>Calculates the linear interpolation between two vectors.</td> 1103 </tr> 1104 <tr> 1105 <td width="100"> </td> 1106 <th> 1107<a href="../../nn/math/VEC4Dot.html"><CODE>VEC4Dot</CODE></a> 1108 </th> 1109<td>Calculates the dot product of two vectors.</td> 1110 </tr> 1111 <tr> 1112 <td width="100"> </td> 1113 <th> 1114<a href="../../nn/math/VEC4LenSq.html"><CODE>VEC4LenSq</CODE></a> 1115 </th> 1116<td>Calculates the square of a vector length.</td> 1117 </tr> 1118 <tr> 1119 <td width="100"> </td> 1120 <th> 1121<a href="../../nn/math/VEC4Len.html"><CODE>VEC4Len</CODE></a> 1122 </th> 1123<td>Calculates the vector length.</td> 1124 </tr> 1125 <tr> 1126 <td width="100"> </td> 1127 <th> 1128<a href="../../nn/math/VEC4Normalize.html"><CODE>VEC4Normalize</CODE></a> 1129 </th> 1130<td>Normalizes a vector.</td> 1131 </tr> 1132 <tr> 1133 <td width="100"> </td> 1134 <th> 1135<a href="../../nn/math/VEC4SafeNormalize.html"><CODE>VEC4SafeNormalize</CODE></a> 1136 </th> 1137<td>Normalizes a vector. If normalization fails, sets the specified vector.</td> 1138 </tr> 1139 <tr> 1140 <td width="100"> </td> 1141 <th> 1142<a href="../../nn/math/VEC4DistSq.html"><CODE>VEC4DistSq</CODE></a> 1143 </th> 1144<td>Calculates the square of the distance between two vectors.</td> 1145 </tr> 1146 <tr> 1147 <td width="100"> </td> 1148 <th> 1149<a href="../../nn/math/VEC4Maximize.html"><CODE>VEC4Maximize</CODE></a> 1150 </th> 1151<td>Creates the vector formed by the larger of each component of two input vectors.</td> 1152 </tr> 1153 <tr> 1154 <td width="100"> </td> 1155 <th> 1156<a href="../../nn/math/VEC4Minimize.html"><CODE>VEC4Minimize</CODE></a> 1157 </th> 1158<td>Creates the vector formed by the smaller of each component of two input vectors.</td> 1159 </tr> 1160 <tr> 1161 <td width="100"> </td> 1162 <th> 1163<a href="../../nn/math/VEC2Lerp.html"><CODE>VEC2Lerp</CODE></a> 1164 </th> 1165<td>Calculates the linear interpolation between vectors.</td> 1166 </tr> 1167 <tr> 1168 <td width="100"> </td> 1169 <th> 1170<a href="../../nn/math/VEC2Dot.html"><CODE>VEC2Dot</CODE></a> 1171 </th> 1172<td>Calculates the dot product of two vectors.</td> 1173 </tr> 1174 <tr> 1175 <td width="100"> </td> 1176 <th> 1177<a href="../../nn/math/VEC2DistSq.html"><CODE>VEC2DistSq</CODE></a> 1178 </th> 1179<td>Calculates the square of the distance between two vectors.</td> 1180 </tr> 1181 <tr> 1182 <td width="100"> </td> 1183 <th> 1184<a href="../../nn/math/VEC2Add.html"><CODE>VEC2Add</CODE></a> 1185 </th> 1186<td>Calculates the resultant vector (the result of vector addition).</td> 1187 </tr> 1188 <tr> 1189 <td width="100"> </td> 1190 <th> 1191<a href="../../nn/math/VEC2Sub.html"><CODE>VEC2Sub</CODE></a> 1192 </th> 1193<td>Calculates the result of vector subtraction.</td> 1194 </tr> 1195 <tr> 1196 <td width="100"> </td> 1197 <th> 1198<a href="../../nn/math/VEC2Mult.html"><CODE>VEC2Mult</CODE></a> 1199 </th> 1200<td>Calculates the product of two vectors.</td> 1201 </tr> 1202 <tr> 1203 <td width="100"> </td> 1204 <th> 1205<a href="../../nn/math/VEC2Scale.html"><CODE>VEC2Scale</CODE></a> 1206 </th> 1207<td>Calculates a scalar multiple of a vector.</td> 1208 </tr> 1209 <tr> 1210 <td width="100"> </td> 1211 <th> 1212<a href="../../nn/math/VEC2LenSq.html"><CODE>VEC2LenSq</CODE></a> 1213 </th> 1214<td>Calculates the square of a vector length.</td> 1215 </tr> 1216 <tr> 1217 <td width="100"> </td> 1218 <th> 1219<a href="../../nn/math/VEC2Len.html"><CODE>VEC2Len</CODE></a> 1220 </th> 1221<td>Calculates the vector length.</td> 1222 </tr> 1223 <tr> 1224 <td width="100"> </td> 1225 <th> 1226<a href="../../nn/math/VEC3Normalize.html"><CODE>VEC3Normalize</CODE></a> 1227 </th> 1228<td>Normalizes a vector.</td> 1229 </tr> 1230 <tr> 1231 <td width="100"> </td> 1232 <th> 1233<a href="../../nn/math/VEC3Add.html"><CODE>VEC3Add</CODE></a> 1234 </th> 1235<td>Calculates the resultant vector (the result of vector addition).</td> 1236 </tr> 1237 <tr> 1238 <td width="100"> </td> 1239 <th> 1240<a href="../../nn/math/VEC3Sub.html"><CODE>VEC3Sub</CODE></a> 1241 </th> 1242<td>Calculates the result of vector subtraction.</td> 1243 </tr> 1244 <tr> 1245 <td width="100"> </td> 1246 <th> 1247<a href="../../nn/math/VEC3Mult.html"><CODE>VEC3Mult</CODE></a> 1248 </th> 1249<td>Calculates the product of two vectors.</td> 1250 </tr> 1251 <tr> 1252 <td width="100"> </td> 1253 <th> 1254<a href="../../nn/math/VEC3Scale.html"><CODE>VEC3Scale</CODE></a> 1255 </th> 1256<td>Calculates a scalar multiple of a vector.</td> 1257 </tr> 1258 <tr> 1259 <td width="100"> </td> 1260 <th> 1261<a href="../../nn/math/VEC3Lerp.html"><CODE>VEC3Lerp</CODE></a> 1262 </th> 1263<td>Calculates the linear interpolation between two vectors.</td> 1264 </tr> 1265 <tr> 1266 <td width="100"> </td> 1267 <th> 1268<a href="../../nn/math/VEC3Dot.html"><CODE>VEC3Dot</CODE></a> 1269 </th> 1270<td>Calculates the dot product of two vectors.</td> 1271 </tr> 1272 <tr> 1273 <td width="100"> </td> 1274 <th> 1275<a href="../../nn/math/VEC3Len.html"><CODE>VEC3Len</CODE></a> 1276 </th> 1277<td>Calculates the vector length.</td> 1278 </tr> 1279 <tr> 1280 <td width="100"> </td> 1281 <th> 1282<a href="../../nn/math/VEC3SquareLen.html"><CODE>VEC3SquareLen</CODE></a> 1283 </th> 1284<td>Calculates the square of a vector length.</td> 1285 </tr> 1286 <tr> 1287 <td width="100"> </td> 1288 <th> 1289<a href="../../nn/math/VEC3Dist.html"><CODE>VEC3Dist</CODE></a> 1290 </th> 1291<td>Calculates the distance between two vectors.</td> 1292 </tr> 1293 <tr> 1294<th class="category" colspan="3">Floating-Point Math Functions</th> 1295 </tr> 1296 <tr> 1297 <td width="100"> </td> 1298 <th> 1299<a href="../../nn/math/U32AsF32.html"><CODE>U32AsF32</CODE></a> 1300 </th> 1301<td>Converts a <CODE>u32</CODE> type into an <CODE>f32</CODE> type without changing the bit array.</td> 1302 </tr> 1303 <tr> 1304 <td width="100"> </td> 1305 <th> 1306<a href="../../nn/math/FGetExpPart.html"><CODE>FGetExpPart</CODE></a> 1307 </th> 1308<td>Gets the exponential part of a floating-point number.</td> 1309 </tr> 1310 <tr> 1311 <td width="100"> </td> 1312 <th> 1313<a href="../../nn/math/FGetMantPart.html"><CODE>FGetMantPart</CODE></a> 1314 </th> 1315<td>Finds the mantissa of a floating-point number.</td> 1316 </tr> 1317 <tr> 1318 <td width="100"> </td> 1319 <th> 1320<a href="../../nn/math/FSelect.html"><CODE>FSelect</CODE></a> 1321 </th> 1322<td>Selects a value depending on the sign of the input.</td> 1323 </tr> 1324 <tr> 1325 <td width="100"> </td> 1326 <th> 1327<a href="../../nn/math/FAbs.html"><CODE>FAbs</CODE></a> 1328 </th> 1329<td>Finds an absolute value.</td> 1330 </tr> 1331 <tr> 1332 <td width="100"> </td> 1333 <th> 1334<a href="../../nn/math/FNAbs.html"><CODE>FNAbs</CODE></a> 1335 </th> 1336<td>Finds the number whose sign is negative but whose absolute value is the same as the input.</td> 1337 </tr> 1338 <tr> 1339 <td width="100"> </td> 1340 <th> 1341<a href="../../nn/math/FCopySign.html"><CODE>FCopySign</CODE></a> 1342 </th> 1343<td>Copies the sign of one number to another number.</td> 1344 </tr> 1345 <tr> 1346 <td width="100"> </td> 1347 <th> 1348<a href="../../nn/math/FExp.html"><CODE>FExp</CODE></a> 1349 </th> 1350<td>Finds <CODE>e^</CODE><SPAN class="argument">x</SPAN>.</td> 1351 </tr> 1352 <tr> 1353 <td width="100"> </td> 1354 <th> 1355<a href="../../nn/math/FLog.html"><CODE>FLog</CODE></a> 1356 </th> 1357<td>Finds the natural logarithm.</td> 1358 </tr> 1359 <tr> 1360 <td width="100"> </td> 1361 <th> 1362<a href="../../nn/math/FLog10.html"><CODE>FLog10</CODE></a> 1363 </th> 1364<td>Finds the common logarithm.</td> 1365 </tr> 1366 <tr> 1367 <td width="100"> </td> 1368 <th> 1369<a href="../../nn/math/FMod.html"><CODE>FMod</CODE></a> 1370 </th> 1371<td>Calculates the remainder.</td> 1372 </tr> 1373 <tr> 1374 <td width="100"> </td> 1375 <th> 1376<a href="../../nn/math/FModf.html"><CODE>FModf</CODE></a> 1377 </th> 1378<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> 1379 </tr> 1380 <tr> 1381 <td width="100"> </td> 1382 <th> 1383<a href="../../nn/math/FCeil.html"><CODE>FCeil</CODE></a> 1384 </th> 1385<td>Finds the smallest integer value no smaller than <SPAN class="argument">x</SPAN>.</td> 1386 </tr> 1387 <tr> 1388 <td width="100"> </td> 1389 <th> 1390<a href="../../nn/math/FFloor.html"><CODE>FFloor</CODE></a> 1391 </th> 1392<td>Finds the largest integer value no larger than <SPAN class="argument">x</SPAN>.</td> 1393 </tr> 1394 <tr> 1395 <td width="100"> </td> 1396 <th> 1397<a href="../../nn/math/F32ToS16.html"><CODE>F32ToS16</CODE></a> 1398 </th> 1399<td>Converts values in <CODE>f32</CODE> format to <CODE>s16</CODE> format.</td> 1400 </tr> 1401 <tr> 1402 <td width="100"> </td> 1403 <th> 1404<a href="../../nn/math/F32ToU16.html"><CODE>F32ToU16</CODE></a> 1405 </th> 1406<td>Converts values in <CODE>f32</CODE> format to <CODE>u16</CODE> format.</td> 1407 </tr> 1408 <tr> 1409 <td width="100"> </td> 1410 <th> 1411<a href="../../nn/math/U16ToF32.html"><CODE>U16ToF32</CODE></a> 1412 </th> 1413<td>Converts values in <CODE>u16</CODE> format to <CODE>f32</CODE> format.</td> 1414 </tr> 1415 <tr> 1416 <td width="100"> </td> 1417 <th> 1418<a href="../../nn/math/S16ToF32.html"><CODE>S16ToF32</CODE></a> 1419 </th> 1420<td>Converts values in <CODE>s16</CODE> format to <CODE>f32</CODE> format.</td> 1421 </tr> 1422 <tr> 1423 <td width="100"> </td> 1424 <th> 1425<a href="../../nn/math/FInv.html"><CODE>FInv</CODE></a> 1426 </th> 1427<td>Finds the multiplicative inverse at high speed and low precision.</td> 1428 </tr> 1429 <tr> 1430 <td width="100"> </td> 1431 <th> 1432<a href="../../nn/math/FrSqrt.html"><CODE>FrSqrt</CODE></a> 1433 </th> 1434<td>Finds the inverse square root.</td> 1435 </tr> 1436 <tr> 1437 <td width="100"> </td> 1438 <th> 1439<a href="../../nn/math/FSqrt.html"><CODE>FSqrt</CODE></a> 1440 </th> 1441<td>Finds the square root.</td> 1442 </tr> 1443 <tr> 1444 <td width="100"> </td> 1445 <th> 1446<a href="../../nn/math/FCbrt.html"><CODE>FCbrt</CODE></a> 1447 </th> 1448<td>Finds the cube root.</td> 1449 </tr> 1450 <tr> 1451 <td width="100"> </td> 1452 <th> 1453<a href="../../nn/math/Hermite.html"><CODE>Hermite</CODE></a> 1454 </th> 1455<td>Performs Hermite interpolation.</td> 1456 </tr> 1457 <tr> 1458<th class="category" colspan="3">Integer Math Functions</th> 1459 </tr> 1460 <tr> 1461 <td width="100"> </td> 1462 <th> 1463<a href="../../nn/math/CntLz.html"><CODE>CntLz</CODE></a> 1464 </th> 1465<td>Counts the number of consecutive bits set to <CODE>0</CODE>, starting from the most significant bit (MSB).</td> 1466 </tr> 1467 <tr> 1468 <td width="100"> </td> 1469 <th> 1470<a href="../../nn/math/IsPwr2.html"><CODE>IsPwr2</CODE></a> 1471 </th> 1472<td>Determines whether an integer is a power of 2.</td> 1473 </tr> 1474 <tr> 1475 <td width="100"> </td> 1476 <th> 1477<a href="../../nn/math/Rightmost1.html"><CODE>Rightmost1</CODE></a> 1478 </th> 1479<td>Gets the rightmost bit (closest to the LSB) that is set to <CODE>1</CODE>.</td> 1480 </tr> 1481 <tr> 1482 <td width="100"> </td> 1483 <th> 1484<a href="../../nn/math/Rightmost0.html"><CODE>Rightmost0</CODE></a> 1485 </th> 1486<td>Gets the rightmost bit (closest to the LSB) that is set to <CODE>0</CODE>.</td> 1487 </tr> 1488 <tr> 1489 <td width="100"> </td> 1490 <th> 1491<a href="../../nn/math/DistBit.html"><CODE>DistBit</CODE></a> 1492 </th> 1493<td>Calculates the distance between two bit arrays.</td> 1494 </tr> 1495 <tr> 1496 <td width="100"> </td> 1497 <th> 1498<a href="../../nn/math/CntTz.html"><CODE>CntTz</CODE></a> 1499 </th> 1500<td>Counts the number of consecutive bits set to <CODE>0</CODE>, starting from the least significant bit (LSB).</td> 1501 </tr> 1502 <tr> 1503 <td width="100"> </td> 1504 <th> 1505<a href="../../nn/math/ILog2.html"><CODE>ILog2</CODE></a> 1506 </th> 1507<td>Calculates the base 2 logarithm of an integer and returns the result as an integer.</td> 1508 </tr> 1509 <tr> 1510 <td width="100"> </td> 1511 <th> 1512<a href="../../nn/math/FloorPwr2.html"><CODE>FloorPwr2</CODE></a> 1513 </th> 1514<td>Calculates the highest power of 2 that is less than or equal to the integer provided.</td> 1515 </tr> 1516 <tr> 1517 <td width="100"> </td> 1518 <th> 1519<a href="../../nn/math/CeilPwr2.html"><CODE>CeilPwr2</CODE></a> 1520 </th> 1521<td>Calculates the lowest power of 2 that is greater than or equal to the integer provided.</td> 1522 </tr> 1523 <tr> 1524<th class="category" colspan="3">Trigonometric Functions</th> 1525 </tr> 1526 <tr> 1527 <td width="100"> </td> 1528 <th> 1529<a href="../../nn/math/SinFIdx.html"><CODE>SinFIdx</CODE></a> 1530 </th> 1531<td>Finds the sine.</td> 1532 </tr> 1533 <tr> 1534 <td width="100"> </td> 1535 <th> 1536<a href="../../nn/math/CosFIdx.html"><CODE>CosFIdx</CODE></a> 1537 </th> 1538<td>Finds the cosine.</td> 1539 </tr> 1540 <tr> 1541 <td width="100"> </td> 1542 <th> 1543<a href="../../nn/math/SinCosFIdx.html"><CODE>SinCosFIdx</CODE></a> 1544 </th> 1545<td>Finds the sine and cosine.</td> 1546 </tr> 1547 <tr> 1548 <td width="100"> </td> 1549 <th> 1550<a href="../../nn/math/TanFIdx.html"><CODE>TanFIdx</CODE></a> 1551 </th> 1552<td>Finds the tangent.</td> 1553 </tr> 1554 <tr> 1555 <td width="100"> </td> 1556 <th> 1557<a href="../../nn/math/SinRad.html"><CODE>SinRad</CODE></a> 1558 </th> 1559<td>Finds the sine.</td> 1560 </tr> 1561 <tr> 1562 <td width="100"> </td> 1563 <th> 1564<a href="../../nn/math/CosRad.html"><CODE>CosRad</CODE></a> 1565 </th> 1566<td>Finds the cosine.</td> 1567 </tr> 1568 <tr> 1569 <td width="100"> </td> 1570 <th> 1571<a href="../../nn/math/SinCosRad.html"><CODE>SinCosRad</CODE></a> 1572 </th> 1573<td>Finds the sine and cosine.</td> 1574 </tr> 1575 <tr> 1576 <td width="100"> </td> 1577 <th> 1578<a href="../../nn/math/TanRad.html"><CODE>TanRad</CODE></a> 1579 </th> 1580<td>Finds the tangent.</td> 1581 </tr> 1582 <tr> 1583 <td width="100"> </td> 1584 <th> 1585<a href="../../nn/math/SinDeg.html"><CODE>SinDeg</CODE></a> 1586 </th> 1587<td>Finds the sine.</td> 1588 </tr> 1589 <tr> 1590 <td width="100"> </td> 1591 <th> 1592<a href="../../nn/math/CosDeg.html"><CODE>CosDeg</CODE></a> 1593 </th> 1594<td>Finds the cosine.</td> 1595 </tr> 1596 <tr> 1597 <td width="100"> </td> 1598 <th> 1599<a href="../../nn/math/SinCosDeg.html"><CODE>SinCosDeg</CODE></a> 1600 </th> 1601<td>Finds the sine and cosine.</td> 1602 </tr> 1603 <tr> 1604 <td width="100"> </td> 1605 <th> 1606<a href="../../nn/math/TanDeg.html"><CODE>TanDeg</CODE></a> 1607 </th> 1608<td>Finds the tangent.</td> 1609 </tr> 1610 <tr> 1611 <td width="100"> </td> 1612 <th> 1613<a href="../../nn/math/SinIdx.html"><CODE>SinIdx</CODE></a> 1614 </th> 1615<td>Finds the sine.</td> 1616 </tr> 1617 <tr> 1618 <td width="100"> </td> 1619 <th> 1620<a href="../../nn/math/CosIdx.html"><CODE>CosIdx</CODE></a> 1621 </th> 1622<td>Finds the cosine.</td> 1623 </tr> 1624 <tr> 1625 <td width="100"> </td> 1626 <th> 1627<a href="../../nn/math/SinCosIdx.html"><CODE>SinCosIdx</CODE></a> 1628 </th> 1629<td>Finds the sine and cosine.</td> 1630 </tr> 1631 <tr> 1632 <td width="100"> </td> 1633 <th> 1634<a href="../../nn/math/TanIdx.html"><CODE>TanIdx</CODE></a> 1635 </th> 1636<td>Finds the tangent.</td> 1637 </tr> 1638 <tr> 1639 <td width="100"> </td> 1640 <th> 1641<a href="../../nn/math/AsinFIdx.html"><CODE>AsinFIdx</CODE></a> 1642 </th> 1643<td>Finds the inverse sine (arcsine).</td> 1644 </tr> 1645 <tr> 1646 <td width="100"> </td> 1647 <th> 1648<a href="../../nn/math/AcosFIdx.html"><CODE>AcosFIdx</CODE></a> 1649 </th> 1650<td>Finds the inverse cosine (arccosine).</td> 1651 </tr> 1652 <tr> 1653 <td width="100"> </td> 1654 <th> 1655<a href="../../nn/math/AsinRad.html"><CODE>AsinRad</CODE></a> 1656 </th> 1657<td>Finds the inverse sine (arcsine).</td> 1658 </tr> 1659 <tr> 1660 <td width="100"> </td> 1661 <th> 1662<a href="../../nn/math/AcosRad.html"><CODE>AcosRad</CODE></a> 1663 </th> 1664<td>Finds the inverse cosine (arccosine).</td> 1665 </tr> 1666 <tr> 1667 <td width="100"> </td> 1668 <th> 1669<a href="../../nn/math/AtanRad.html"><CODE>AtanRad</CODE></a> 1670 </th> 1671<td>Finds the inverse tangent (arctangent).</td> 1672 </tr> 1673 <tr> 1674 <td width="100"> </td> 1675 <th> 1676<a href="../../nn/math/Atan2Rad.html"><CODE>Atan2Rad</CODE></a> 1677 </th> 1678<td>Finds the inverse tangent (arctangent).</td> 1679 </tr> 1680 <tr> 1681 <td width="100"> </td> 1682 <th> 1683<a href="../../nn/math/AsinDeg.html"><CODE>AsinDeg</CODE></a> 1684 </th> 1685<td>Finds the inverse sine (arcsine).</td> 1686 </tr> 1687 <tr> 1688 <td width="100"> </td> 1689 <th> 1690<a href="../../nn/math/AcosDeg.html"><CODE>AcosDeg</CODE></a> 1691 </th> 1692<td>Finds the inverse cosine (arccosine).</td> 1693 </tr> 1694 <tr> 1695 <td width="100"> </td> 1696 <th> 1697<a href="../../nn/math/AtanDeg.html"><CODE>AtanDeg</CODE></a> 1698 </th> 1699<td>Finds the inverse tangent (arctangent).</td> 1700 </tr> 1701 <tr> 1702 <td width="100"> </td> 1703 <th> 1704<a href="../../nn/math/Atan2Deg.html"><CODE>Atan2Deg</CODE></a> 1705 </th> 1706<td>Finds the inverse tangent (arctangent).</td> 1707 </tr> 1708 <tr> 1709 <td width="100"> </td> 1710 <th> 1711<a href="../../nn/math/AsinIdx.html"><CODE>AsinIdx</CODE></a> 1712 </th> 1713<td>Finds the inverse sine (arcsine).</td> 1714 </tr> 1715 <tr> 1716 <td width="100"> </td> 1717 <th> 1718<a href="../../nn/math/AcosIdx.html"><CODE>AcosIdx</CODE></a> 1719 </th> 1720<td>Finds the inverse cosine (arccosine).</td> 1721 </tr> 1722 <tr> 1723 <td width="100"> </td> 1724 <th> 1725<a href="../../nn/math/AtanIdx.html"><CODE>AtanIdx</CODE></a> 1726 </th> 1727<td>Finds the inverse tangent (arctangent).</td> 1728 </tr> 1729 <tr> 1730 <td width="100"> </td> 1731 <th> 1732<a href="../../nn/math/Atan2Idx.html"><CODE>Atan2Idx</CODE></a> 1733 </th> 1734<td>Finds the inverse tangent (arctangent).</td> 1735 </tr> 1736 <tr> 1737<th class="category" colspan="3">Math Functions</th> 1738 </tr> 1739 <tr> 1740 <td width="100"> </td> 1741 <th> 1742<a href="../../nn/math/Abs.html">Abs</a> 1743 </th> 1744<td>Finds the absolute value.</td> 1745 </tr> 1746 <tr> 1747 <td width="100"> </td> 1748 <th> 1749<a href="../../nn/math/Max.html">Max</a> 1750 </th> 1751<td>Finds the maximum value.</td> 1752 </tr> 1753 <tr> 1754 <td width="100"> </td> 1755 <th> 1756<a href="../../nn/math/Min.html">Min</a> 1757 </th> 1758<td>Finds the minimum value.</td> 1759 </tr> 1760 <tr> 1761 <td width="100"> </td> 1762 <th> 1763<a href="../../nn/math/Clamp.html"><CODE>Clamp</CODE></a> 1764 </th> 1765<td>Fits a value within the specified range.</td> 1766 </tr> 1767 <tr> 1768 <td width="100"> </td> 1769 <th> 1770<a href="../../nn/math/RoundUp.html">RoundUp</a> 1771 </th> 1772<td>Rounds up the value so that it is a multiple of the specified value.</td> 1773 </tr> 1774 <tr> 1775 <td width="100"> </td> 1776 <th> 1777<a href="../../nn/math/RoundDown.html">RoundDown</a> 1778 </th> 1779<td>Rounds down the value so that it is a multiple of the specified value.</td> 1780 </tr> 1781 <tr> 1782 <td width="100"> </td> 1783 <th> 1784<a href="../../nn/math/DivUp.html">DivUp</a> 1785 </th> 1786<td>Calculates the quotient from the division of two values. If there is a remainder, it is rounded up.</td> 1787 </tr> 1788 <tr> 1789 <td width="100"> </td> 1790 <th> 1791<a href="../../nn/math/ExtractBits.html">ExtractBits</a> 1792 </th> 1793<td>Extracts the bit values for the specified range.</td> 1794 </tr> 1795 <tr> 1796 <td width="100"> </td> 1797 <th> 1798<a href="../../nn/math/GetBits.html">GetBits</a> 1799 </th> 1800<td>Obtains the bit values for the specified range.</td> 1801 </tr> 1802 <tr> 1803 <td width="100"> </td> 1804 <th> 1805<a href="../../nn/math/MakeBits.html">MakeBits</a> 1806 </th> 1807<td>Returns a 32-bit data leaving only the specified range.</td> 1808 </tr> </table> 1809 </div> 1810 </a> 1811<h2>Revision History</h2> 1812 <div class="section"> 1813 <dl class="history"> 1814 <dt>2010/01/07</dt> 1815<dd>Initial version.<br /> 1816 </dd> 1817 </dl> 1818 </div> 1819 <hr><p>CONFIDENTIAL</p></body> 1820</html> 1821