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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