1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../css/manpage.css" type="text/css" /> 7 <style type="text/css"><!-- 8 span.static_style 9 { 10 font-size : 8pt; 11 color : white; 12 font-weight : bold; 13 background : #44f; 14 border-left : solid 1px #aaf; 15 border-top : solid 1px #aaf; 16 border-right : solid 1px #00c; 17 border-bottom : solid 1px #00c; 18 padding-left : 2px; 19 padding-right : 2px; 20 } 21 22 span.virtual_style 23 { 24 font-size : 8pt; 25 color : white; 26 font-weight : bold; 27 background : #0a0; 28 border-left : solid 1px #0f0; 29 border-top : solid 1px #0f0; 30 border-right : solid 1px #060; 31 border-bottom : solid 1px #060; 32 padding-left : 2px; 33 padding-right : 2px; 34 } 35 36 span.protected_style 37 { 38 font-size : 8pt; 39 color : white; 40 font-weight : bold; 41 background : #444; 42 border-left : solid 1px #ccc; 43 border-top : solid 1px #ccc; 44 border-right : solid 1px #222; 45 border-bottom : solid 1px #222; 46 padding-left : 2px; 47 padding-right : 2px; 48 } 49 --></style> 50<title>nn::math</title> 51 </head> 52 <body> 53<h1><CODE><a href="../../nn/Overview.html">nn</a>::math</CODE> Namespace</h1> 54<h2>Description</h2> 55 <div class="section"> 56<p>The namespace of the arithmetic library.</p><!-- write here --></div> 57 <a name="class" id="class"> 58<h2>Classes</h2> 59 <div class="section"> 60 <table class="members"> 61 <tr> 62<th class="category" colspan="2">Matrices</th> 63 </tr> 64 <tr> 65 <th> 66<a href="../../nn/math/MTX22/Overview.html"><CODE>nn::math::MTX22</CODE></a> 67 </th> 68<td>A 2x2 matrix class.</td> 69 </tr> 70 <tr> 71 <th> 72<a href="../../nn/math/MTX23/Overview.html"><CODE>nn::math::MTX23</CODE></a> 73 </th> 74<td>A 2x3 matrix class.</td> 75 </tr> 76 <tr> 77 <th> 78<a href="../../nn/math/MTX33/Overview.html"><CODE>nn::math::MTX33</CODE></a> 79 </th> 80<td>A 3x3 matrix class.</td> 81 </tr> 82 <tr> 83 <th> 84<a href="../../nn/math/MTX34/Overview.html"><CODE>nn::math::MTX34</CODE></a> 85 </th> 86<td>A 3x4 matrix class.</td> 87 </tr> 88 <tr> 89 <th> 90<a href="../../nn/math/MTX43/Overview.html"><CODE>nn::math::MTX43</CODE></a> 91 </th> 92<td>A 4x3 matrix class.</td> 93 </tr> 94 <tr> 95 <th> 96<a href="../../nn/math/MTX44/Overview.html"><CODE>nn::math::MTX44</CODE></a> 97 </th> 98<td>A 4x4 matrix class.</td> 99 </tr> 100 <tr> 101<th class="category" colspan="2">Pseudorandom number generator</th> 102 </tr> 103 <tr> 104 <th> 105<a href="../../nn/math/MersenneTwister/Overview.html"><CODE>nn::math::MersenneTwister</CODE> </a> 106 </th> 107<td>A random number generator class using the Mersenne twister.</td> 108 </tr> 109 <tr> 110 <th> 111<a href="../../nn/math/RandomGenerator/Overview.html"><CODE>nn::math::RandomGenerator</CODE></a> 112 </th> 113<td>The class for generating 32-bit random numbers using the linear congruential method.</td> 114 </tr> 115 <tr> 116 <th> 117<a href="../../nn/math/TinyMt/Overview.html"><CODE>nn::math::TinyMt</CODE> </a> 118 </th> 119<td>A random number generator class using TinyMT.</td> 120 </tr> 121 <tr> 122<th class="category" colspan="2">Quaternions</th> 123 </tr> 124 <tr> 125 <th> 126<a href="../../nn/math/QUAT/Overview.html"><CODE>nn::math::QUAT</CODE></a> 127 </th> 128<td>Quaternion class.</td> 129 </tr> 130 <tr> 131<th class="category" colspan="2">Vectors</th> 132 </tr> 133 <tr> 134 <th> 135<a href="../../nn/math/VEC2/Overview.html"><CODE>nn::math::VEC2</CODE></a> 136 </th> 137<td>A two-dimensional vector class.</td> 138 </tr> 139 <tr> 140 <th> 141<a href="../../nn/math/VEC3/Overview.html"><CODE>nn::math::VEC3</CODE></a> 142 </th> 143<td>A three-dimensional vector class.</td> 144 </tr> 145 <tr> 146 <th> 147<a href="../../nn/math/VEC4/Overview.html"><CODE>nn::math::VEC4</CODE></a> 148 </th> 149<td>A four-dimensional vector class.</td> 150 </tr> </table> 151 </div> 152 </a> <a name="struct" id="struct"> 153<h2>Structures</h2> 154 <div class="section"> 155 <table class="members"> 156 <tr> 157<th class="category" colspan="2">Matrices</th> 158 </tr> 159 <tr> 160 <th> 161<a href="../../nn/math/MTX22_/Overview.html">nn::math::MTX22_</a> 162 </th> 163<td>Structure defining only elements in a 2 x 2 matrix.</td> 164 </tr> 165 <tr> 166 <th> 167<a href="../../nn/math/MTX23_/Overview.html">nn::math::MTX23_</a> 168 </th> 169<td>Structure defining only elements in a 2 x 3 matrix.</td> 170 </tr> 171 <tr> 172 <th> 173<a href="../../nn/math/MTX33_/Overview.html">nn::math::MTX33_</a> 174 </th> 175<td>Structure defining only elements in a 3 x 3 matrix.</td> 176 </tr> 177 <tr> 178 <th> 179<a href="../../nn/math/MTX34_/Overview.html">nn::math::MTX34_</a> 180 </th> 181<td>Structure defining only elements in a 3 x 4 matrix.</td> 182 </tr> 183 <tr> 184 <th> 185<a href="../../nn/math/MTX43_/Overview.html">nn::math::MTX43_</a> 186 </th> 187<td>Structure defining only elements in a 4 x 3 matrix.</td> 188 </tr> 189 <tr> 190 <th> 191<a href="../../nn/math/MTX44_/Overview.html">nn::math::MTX44_</a> 192 </th> 193<td>Structure defining only elements in a 4 x 4 matrix.</td> 194 </tr> 195 <tr> 196<th class="category" colspan="2">Quaternions</th> 197 </tr> 198 <tr> 199 <th> 200<a href="../../nn/math/QUAT_/Overview.html"><CODE>nn::math::QUAT_</CODE></a> 201 </th> 202<td>Structure with members in a quaternion.</td> 203 </tr> 204 <tr> 205<th class="category" colspan="2">Vectors</th> 206 </tr> 207 <tr> 208 <th> 209<a href="../../nn/math/VEC2_/Overview.html">nn::math::VEC2_</a> 210 </th> 211<td>Structure with members in a 2D vector.</td> 212 </tr> 213 <tr> 214 <th> 215<a href="../../nn/math/VEC3_/Overview.html">nn::math::VEC3_</a> 216 </th> 217<td>Structure with members in a 3D vector.</td> 218 </tr> 219 <tr> 220 <th> 221<a href="../../nn/math/VEC4_/Overview.html">nn::math::VEC4_</a> 222 </th> 223<td>Structure with members in a 4D vector.</td> 224 </tr> </table> 225 </div> 226 </a> <a name="enum" id="enum"> 227<h2>Enumerated Types</h2> 228 <div class="section"> 229 <table class="members"> 230 <tr> 231 <td width="100"> </td> 232 <th> 233<a href="../../nn/math/PivotDirection.html"><CODE>PivotDirection</CODE></a> 234 </th> 235<td>Enumerated type for specifying the rotation matrix to multiply the projection matrix by.</td> 236 </tr> </table> 237 </div> 238 </a> <a name="typedef" id="typedef"> 239<h2>typedef Definitions</h2> 240 <div class="section"> 241 <table class="members"> 242 <tr> 243<th class="category" colspan="3">Matrices</th> 244 </tr> 245 <tr> 246 <td width="100" /> 247 <th> 248<a href="../../nn/math/Matrix22.html">Matrix22</a> 249 </th> 250<td>Alternate name for <a href="../../nn/math/MTX22/Overview.html"><CODE>MTX22</CODE></a>.</td> 251 </tr> 252 <tr> 253 <td width="100" /> 254 <th> 255<a href="../../nn/math/Matrix23.html">Matrix23</a> 256 </th> 257<td>Alternate name for <a href="../../nn/math/MTX23/Overview.html"><CODE>MTX23</CODE></a>.</td> 258 </tr> 259 <tr> 260 <td width="100" /> 261 <th> 262<a href="../../nn/math/Matrix33.html">Matrix33</a> 263 </th> 264<td>Alternate name for <a href="../../nn/math/MTX33/Overview.html"><CODE>MTX33</CODE></a>.</td> 265 </tr> 266 <tr> 267 <td width="100" /> 268 <th> 269<a href="../../nn/math/Matrix34.html">Matrix34</a> 270 </th> 271<td>Alternate name for <a href="../../nn/math/MTX34/Overview.html"><CODE>MTX34</CODE></a>.</td> 272 </tr> 273 <tr> 274 <td width="100" /> 275 <th> 276<a href="../../nn/math/Matrix43.html">Matrix43</a> 277 </th> 278<td>Alternate name for <a href="../../nn/math/MTX43/Overview.html"><CODE>MTX43</CODE></a>.</td> 279 </tr> 280 <tr> 281 <td width="100" /> 282 <th> 283<a href="../../nn/math/Matrix44.html">Matrix44</a> 284 </th> 285<td>Alternate name for <a href="../../nn/math/MTX44/Overview.html"><CODE>MTX44</CODE></a>.</td> 286 </tr> 287 <tr> 288<th class="category" colspan="3">Quaternions</th> 289 </tr> 290 <tr> 291 <td width="100" /> 292 <th> 293<a href="../../nn/math/Quaternion.html"><CODE>Quaternion</CODE></a> 294 </th> 295<td>Alternate name for <a href="../../nn/math/QUAT/Overview.html"><CODE>QUAT</CODE></a>.</td> 296 </tr> 297 <tr> 298<th class="category" colspan="3">Vectors</th> 299 </tr> 300 <tr> 301 <td width="100" /> 302 <th> 303<a href="../../nn/math/Vector2.html"><CODE>Vector2</CODE></a> 304 </th> 305<td>Alternate name for <a href="../../nn/math/VEC2/Overview.html"><CODE>VEC2</CODE></a>.</td> 306 </tr> 307 <tr> 308 <td width="100" /> 309 <th> 310<a href="../../nn/math/Vector3.html"><CODE>Vector3</CODE></a> 311 </th> 312<td>Alternate name for <a href="../../nn/math/VEC3/Overview.html"><CODE>VEC3</CODE></a>.</td> 313 </tr> 314 <tr> 315 <td width="100" /> 316 <th> 317<a href="../../nn/math/Vector4.html"><CODE>Vector4</CODE></a> 318 </th> 319<td>Alternate name for <a href="../../nn/math/VEC4/Overview.html"><CODE>VEC4</CODE></a>.</td> 320 </tr> </table> 321 </div> 322 </a> <a name="function" id="function"> 323<h2>Functions</h2> 324 <div class="section"> 325 <table class="members"> 326 <tr> 327<th class="category" colspan="3">2x2 matrices</th> 328 </tr> 329 <tr> 330 <td width="100"> </td> 331 <th> 332<a href="../../nn/math/MTX22Copy.html"><CODE>MTX22Copy</CODE></a> 333 </th> 334<td>Copies a 2x2 matrix.</td> 335 </tr> 336 <tr> 337 <td width="100"> </td> 338 <th> 339<a href="../../nn/math/MTX22Identity.html"><CODE>MTX22Identity</CODE></a> 340 </th> 341<td>Creates a 2x2 identity matrix.</td> 342 </tr> 343 <tr> 344 <td width="100"> </td> 345 <th> 346<a href="../../nn/math/MTX22IsIdentity.html"><CODE>MTX22IsIdentity</CODE></a> 347 </th> 348<td>Determines whether a matrix is an identity matrix.</td> 349 </tr> 350 <tr> 351 <td width="100"> </td> 352 <th> 353<a href="../../nn/math/MTX22MAdd.html"><CODE>MTX22MAdd</CODE></a> 354 </th> 355<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 356 </tr> 357 <tr> 358 <td width="100"> </td> 359 <th> 360<a href="../../nn/math/MTX22Zero.html"><CODE>MTX22Zero</CODE></a> 361 </th> 362<td>Creates a zero matrix.</td> 363 </tr> 364 <tr> 365<th class="category" colspan="3">2x3 matrices</th> 366 </tr> 367 <tr> 368 <td width="100"> </td> 369 <th> 370<a href="../../nn/math/MTX23Add.html"><CODE>MTX23Add</CODE></a> 371 </th> 372<td>Adds two 2x3 matrices.</td> 373 </tr> 374 <tr> 375 <td width="100"> </td> 376 <th> 377<a href="../../nn/math/MTX23Copy.html"><CODE>MTX23Copy</CODE></a> 378 </th> 379<td>Copies a 2x3 matrix.</td> 380 </tr> 381 <tr> 382 <td width="100"> </td> 383 <th> 384<a href="../../nn/math/MTX23Identity.html"><CODE>MTX23Identity</CODE></a> 385 </th> 386<td>Creates a 2x3 identity matrix.</td> 387 </tr> 388 <tr> 389 <td width="100"> </td> 390 <th> 391<a href="../../nn/math/MTX23IsIdentity.html"><CODE>MTX23IsIdentity</CODE></a> 392 </th> 393<td>Determines whether a matrix is an identity matrix.</td> 394 </tr> 395 <tr> 396 <td width="100"> </td> 397 <th> 398<a href="../../nn/math/MTX23MAdd.html"><CODE>MTX23MAdd</CODE></a> 399 </th> 400<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 401 </tr> 402 <tr> 403 <td width="100"> </td> 404 <th> 405<a href="../../nn/math/MTX23Mult.html"><CODE>MTX23Mult</CODE></a> 406 </th> 407<td>Calculates the scalar product of a 2x3 matrix.</td> 408 </tr> 409 <tr> 410 <td width="100"> </td> 411 <th> 412<a href="../../nn/math/MTX23MultTranslate.html">MTX23MultTranslate</a> 413 </th> 414<td>Translates a 2x3 matrix. Post-multiplies the input matrix by the translation matrix.</td> 415 </tr> 416 <tr> 417 <td width="100"> </td> 418 <th> 419<a href="../../nn/math/MTX23RotCenterFIdx.html"><CODE>MTX23RotCenterFIdx</CODE></a> 420 </th> 421<td>Creates a rotation matrix having the specified center of rotation.</td> 422 </tr> 423 <tr> 424 <td width="100"> </td> 425 <th> 426<a href="../../nn/math/MTX23RotFIdx.html"><CODE>MTX23RotFIdx</CODE></a> 427 </th> 428<td>Creates a rotation matrix.</td> 429 </tr> 430 <tr> 431 <td width="100"> </td> 432 <th> 433<a href="../../nn/math/MTX23Sub.html"><CODE>MTX23Sub</CODE></a> 434 </th> 435<td>Subtracts a 2x3 matrix from a 2x3 matrix.</td> 436 </tr> 437 <tr> 438 <td width="100"> </td> 439 <th> 440<a href="../../nn/math/MTX23Translate.html"><CODE>MTX23Translate</CODE></a> 441 </th> 442<td>Creates a translation matrix.</td> 443 </tr> 444 <tr> 445 <td width="100"> </td> 446 <th> 447<a href="../../nn/math/MTX23Zero.html"><CODE>MTX23Zero</CODE></a> 448 </th> 449<td>Creates a zero matrix.</td> 450 </tr> 451 <tr> 452 <td width="100"> </td> 453 <th> 454<a href="../../nn/math/MTX23Scale.html"><CODE>MTX23Scale</CODE></a> 455 </th> 456<td>Scales a 2x3 matrix.</td> 457 </tr> 458 <tr> 459<th class="category" colspan="3">3x3 matrices</th> 460 </tr> 461 <tr> 462 <td width="100"> </td> 463 <th> 464<a href="../../nn/math/MTX33Identity.html"><CODE>MTX33Identity</CODE></a> 465 </th> 466<td>Creates an identity matrix.</td> 467 </tr> 468 <tr> 469 <td width="100"> </td> 470 <th> 471<a href="../../nn/math/MTX33IsIdentity.html"><CODE>MTX33IsIdentity</CODE></a> 472 </th> 473<td>Determines whether a matrix is an identity matrix.</td> 474 </tr> 475 <tr> 476 <td width="100"> </td> 477 <th> 478<a href="../../nn/math/MTX33Zero.html"><CODE>MTX33Zero</CODE></a> 479 </th> 480<td>Creates a zero matrix.</td> 481 </tr> 482 <tr> 483 <td width="100"> </td> 484 <th> 485<a href="../../nn/math/MTX33Copy.html"><CODE>MTX33Copy</CODE></a> 486 </th> 487<td>Copies a 3x3 matrix.</td> 488 </tr> 489 <tr> 490 <td width="100"> </td> 491 <th> 492<a href="../../nn/math/MTX33MAdd.html"><CODE>MTX33MAdd</CODE></a> 493 </th> 494<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 495 </tr> 496 <tr> 497 <td width="100"> </td> 498 <th> 499<a href="../../nn/math/MTX33Mult.html"><CODE>MTX33Mult</CODE></a> 500 </th> 501<td>Calculates the product of two 3x3 matrices.</td> 502 </tr> 503 <tr> 504<th class="category" colspan="3">3x4 matrix</th> 505 </tr> 506 <tr> 507 <td width="100"> </td> 508 <th> 509<a href="../../nn/math/MTX34Identity.html"><CODE>MTX34Identity</CODE></a> 510 </th> 511<td>Creates an identity matrix.</td> 512 </tr> 513 <tr> 514 <td width="100"> </td> 515 <th> 516<a href="../../nn/math/MTX34IsIdentity.html"><CODE>MTX34IsIdentity</CODE></a> 517 </th> 518<td>Determines whether a matrix is an identity matrix.</td> 519 </tr> 520 <tr> 521 <td width="100"> </td> 522 <th> 523<a href="../../nn/math/MTX34RotAxisFIdx.html"><CODE>MTX34RotAxisFIdx</CODE></a> 524 </th> 525<td>Creates a rotation matrix for rotating around the specified axis.</td> 526 </tr> 527 <tr> 528 <td width="100"> </td> 529 <th> 530<a href="../../nn/math/MTX34RotXYZTranslateFIdx.html"><CODE>MTX34RotXYZTranslateFIdx</CODE></a> 531 </th> 532<td>Produces a matrix that is the result of pre-multiplying a rotation matrix by a translation matrix.</td> 533 </tr> 534 <tr> 535 <td width="100"> </td> 536 <th> 537<a href="../../nn/math/MTX34Sub.html"><CODE>MTX34Sub</CODE></a> 538 </th> 539<td>Calculates the difference of two matrices.</td> 540 </tr> 541 <tr> 542 <td width="100"> </td> 543 <th> 544<a href="../../nn/math/MTX34TextureProjectionFrustum.html"><CODE>MTX34TextureProjectionFrustum</CODE></a> 545 </th> 546<td>Creates a texture projection matrix based on the viewing frustum.</td> 547 </tr> 548 <tr> 549 <td width="100"> </td> 550 <th> 551<a href="../../nn/math/MTX34TextureProjectionOrtho.html"><CODE>MTX34TextureProjectionOrtho</CODE></a> 552 </th> 553<td>Creates an orthogonal texture projection matrix.</td> 554 </tr> 555 <tr> 556 <td width="100"> </td> 557 <th> 558<a href="../../nn/math/MTX34TextureProjectionPerspective.html"><CODE>MTX34TextureProjectionPerspective</CODE></a> 559 </th> 560<td>Creates a texture projection matrix.</td> 561 </tr> 562 <tr> 563 <td width="100"> </td> 564 <th> 565<a href="../../nn/math/MTX34ShadowProjectionFrustum.html"><CODE>MTX34ShadowProjectionFrustum</CODE></a> 566 </th> 567<td>Creates a projection matrix for referencing shadow textures based on the viewing frustum.</td> 568 </tr> 569 <tr> 570 <td width="100"> </td> 571 <th> 572<a href="../../nn/math/MTX34ShadowProjectionOrtho.html"><CODE>MTX34ShadowProjectionOrtho</CODE></a> 573 </th> 574<td>Creates an orthogonal projection matrix for referencing shadow texture.</td> 575 </tr> 576 <tr> 577 <td width="100"> </td> 578 <th> 579<a href="../../nn/math/MTX34ShadowProjectionPerspective.html"><CODE>MTX34ShadowProjectionPerspective</CODE></a> 580 </th> 581<td>Creates a projection matrix for referencing shadow textures.</td> 582 </tr> 583 <tr> 584 <td width="100"> </td> 585 <th> 586<a href="../../nn/math/MTX34Zero.html"><CODE>MTX34Zero</CODE></a> 587 </th> 588<td>Creates a zero matrix.</td> 589 </tr> 590 <tr> 591 <td width="100"> </td> 592 <th> 593<a href="../../nn/math/MTX34Add.html"><CODE>MTX34Add</CODE></a> 594 </th> 595<td>Calculates the sum of two matrices.</td> 596 </tr> 597 <tr> 598 <td width="100"> </td> 599 <th> 600<a href="../../nn/math/MTX34CameraRotate.html"><CODE>MTX34CameraRotate</CODE></a> 601 </th> 602<td>Sets the camera matrix.</td> 603 </tr> 604 <tr> 605 <td width="100"> </td> 606 <th> 607<a href="../../nn/math/MTX34Copy.html"><CODE>MTX34Copy</CODE></a> 608 </th> 609<td>Copies a matrix.</td> 610 </tr> 611 <tr> 612 <td width="100"> </td> 613 <th> 614<a href="../../nn/math/MTX34Inverse.html"><CODE>MTX34Inverse</CODE></a> 615 </th> 616<td>Calculates the inverse of a matrix.</td> 617 </tr> 618 <tr> 619 <td width="100"> </td> 620 <th> 621<a href="../../nn/math/MTX34InvTranspose.html"><CODE>MTX34InvTranspose</CODE></a> 622 </th> 623<td>Calculates the inverse transpose of a matrix.</td> 624 </tr> 625 <tr> 626 <td width="100"> </td> 627 <th> 628<a href="../../nn/math/MTX34LookAt.html"><CODE>MTX34LookAt</CODE></a> 629 </th> 630<td>Sets the camera matrix.</td> 631 </tr> 632 <tr> 633 <td width="100"> </td> 634 <th> 635<a href="../../nn/math/MTX34MAdd.html"><CODE>MTX34MAdd</CODE></a> 636 </th> 637<td>Multiplies a matrix by a real number and adds a separate matrix to the product.</td> 638 </tr> 639 <tr> 640 <td width="100"> </td> 641 <th> 642<a href="../../nn/math/MTX34Mult.html"><CODE>MTX34Mult</CODE></a> 643 </th> 644<td>Calculates the product of two matrices.</td> 645 </tr> 646 <tr> 647 <td width="100"> </td> 648 <th> 649<a href="../../nn/math/MTX34MultArray.html"><CODE>MTX34MultArray</CODE></a> 650 </th> 651<td>Pre-multiplies an array of matrices by another matrix.</td> 652 </tr> 653 <tr> 654 <td width="100"> </td> 655 <th> 656<a href="../../nn/math/MTX34MultScale.html"><CODE>MTX34MultScale</CODE></a> 657 </th> 658<td>Scales a matrix. Post-multiplies the input matrix by the scaling vector.</td> 659 </tr> 660 <tr> 661 <td width="100"> </td> 662 <th> 663<a href="../../nn/math/MTX34MultTranslate.html"><CODE>MTX34MultTranslate</CODE></a> 664 </th> 665<td>Translates a matrix. Pre-multiplies the input matrix by the translation vector.</td> 666 </tr> 667 <tr> 668 <td width="100"> </td> 669 <th> 670<a href="../../nn/math/MTX34RotAxisDeg.html"><CODE>MTX34RotAxisDeg</CODE></a> 671 </th> 672<td>Creates a rotation matrix for rotating around the specified axis.</td> 673 </tr> 674 <tr> 675 <td width="100"> </td> 676 <th> 677<a href="../../nn/math/MTX34RotAxisDegPartially.html"><CODE>MTX34RotAxisDegPartially</CODE></a> 678 </th> 679<td>Updates the values of the rotation-related elements in the specified matrix, in terms of rotation around the specified axis.</td> 680 </tr> 681 <tr> 682 <td width="100"> </td> 683 <th> 684<a href="../../nn/math/MTX34RotAxisRad.html"><CODE>MTX34RotAxisRad</CODE></a> 685 </th> 686<td>Creates a rotation matrix for rotating around the specified axis.</td> 687 </tr> 688 <tr> 689 <td width="100"> </td> 690 <th> 691<a href="../../nn/math/MTX34RotAxisRadPartially.html"><CODE>MTX34RotAxisRadPartially</CODE></a> 692 </th> 693<td>Updates the values of the rotation-related elements in the specified matrix, in terms of rotation around the specified axis.</td> 694 </tr> 695 <tr> 696 <td width="100"> </td> 697 <th> 698<a href="../../nn/math/MTX34RotXYZDeg.html"><CODE>MTX34RotXYZDeg</CODE></a> 699 </th> 700<td>Creates a rotation matrix.</td> 701 </tr> 702 <tr> 703 <td width="100"> </td> 704 <th> 705<a href="../../nn/math/MTX34RotXYZDegPartially.html">MTX34RotXYZDegPartially</a> 706 </th> 707<td>Updates rotation-related elements in the specified matrix.</td> 708 </tr> 709 <tr> 710 <td width="100"> </td> 711 <th> 712<a href="../../nn/math/MTX34RotXYZFIdx.html"><CODE>MTX34RotXYZFIdx</CODE></a> 713 </th> 714<td>Creates a rotation matrix.</td> 715 </tr> 716 <tr> 717 <td width="100"> </td> 718 <th> 719<a href="../../nn/math/MTX34RotXYZRad.html"><CODE>MTX34RotXYZRad</CODE></a> 720 </th> 721<td>Creates a rotation matrix.</td> 722 </tr> 723 <tr> 724 <td width="100"> </td> 725 <th> 726<a href="../../nn/math/MTX34RotXYZRadPartially.html">MTX34RotXYZRadPartially</a> 727 </th> 728<td>Updates rotation-related elements in the specified matrix.</td> 729 </tr> 730 <tr> 731 <td width="100"> </td> 732 <th> 733<a href="../../nn/math/MTX34Scale.html"><CODE>MTX34Scale</CODE></a> 734 </th> 735<td>Creates a matrix to use for scaling transformations.</td> 736 </tr> 737 <tr> 738 <td width="100"> </td> 739 <th> 740<a href="../../nn/math/MTX34Translate.html"><CODE>MTX34Translate</CODE></a> 741 </th> 742<td>Creates a translation matrix.</td> 743 </tr> 744 <tr> 745 <td width="100"> </td> 746 <th> 747<a href="../../nn/math/MTX34Transpose.html"><CODE>MTX34Transpose</CODE></a> 748 </th> 749<td>Creates the transpose of a matrix.</td> 750 </tr> 751 <tr> 752<th class="category" colspan="3">4x3 matrices</th> 753 </tr> 754 <tr> 755 <td width="100"> </td> 756 <th> 757<a href="../../nn/math/MTX43Identity.html"><CODE>MTX43Identity</CODE></a> 758 </th> 759<td>Creates an identity matrix.</td> 760 </tr> 761 <tr> 762 <td width="100"> </td> 763 <th> 764<a href="../../nn/math/MTX43IsIdentity.html"><CODE>MTX43IsIdentity</CODE></a> 765 </th> 766<td>Determines whether a matrix is an identity matrix.</td> 767 </tr> 768 <tr> 769 <td width="100"> </td> 770 <th> 771<a href="../../nn/math/MTX43Sub.html"><CODE>MTX43Sub</CODE></a> 772 </th> 773<td>Calculates the difference of two matrices.</td> 774 </tr> 775 <tr> 776 <td width="100"> </td> 777 <th> 778<a href="../../nn/math/MTX43Zero.html"><CODE>MTX43Zero</CODE></a> 779 </th> 780<td>Creates a zero matrix.</td> 781 </tr> 782 <tr> 783 <td width="100"> </td> 784 <th> 785<a href="../../nn/math/MTX43Add.html"><CODE>MTX43Add</CODE></a> 786 </th> 787<td>Calculates the sum of two matrices.</td> 788 </tr> 789 <tr> 790 <td width="100"> </td> 791 <th> 792<a href="../../nn/math/MTX43Copy.html"><CODE>MTX43Copy</CODE></a> 793 </th> 794<td>Copies a matrix.</td> 795 </tr> 796 <tr> 797 <td width="100"> </td> 798 <th> 799<a href="../../nn/math/MTX43Mult.html"><CODE>MTX43Mult</CODE></a> 800 </th> 801<td>Calculates the product of two matrices.</td> 802 </tr> 803 <tr> 804 <td width="100"> </td> 805 <th> 806<a href="../../nn/math/MTX43Transpose.html"><CODE>MTX43Transpose</CODE></a> 807 </th> 808<td>Gets the transpose of a 4x3 matrix, resulting in a 3x4 matrix.</td> 809 </tr> 810 <tr> 811<th class="category" colspan="3">4x4 matrix</th> 812 </tr> 813 <tr> 814 <td width="100"> </td> 815 <th> 816<a href="../../nn/math/MTX44FrustumPivot.html"><CODE>MTX44FrustumPivot</CODE></a> 817 </th> 818<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> 819 </tr> 820 <tr> 821 <td width="100"> </td> 822 <th> 823<a href="../../nn/math/MTX44Identity.html"><CODE>MTX44Identity</CODE></a> 824 </th> 825<td>Creates an identity matrix.</td> 826 </tr> 827 <tr> 828 <td width="100"> </td> 829 <th> 830<a href="../../nn/math/MTX44IsIdentity.html"><CODE>MTX44IsIdentity</CODE></a> 831 </th> 832<td>Determines whether a matrix is an identity matrix.</td> 833 </tr> 834 <tr> 835 <td width="100"> </td> 836 <th> 837<a href="../../nn/math/MTX44OrthoPivot.html"><CODE>MTX44OrthoPivot</CODE></a> 838 </th> 839<td>Creates a projection matrix that has been multiplied by a screen rotation. Creates an orthographic projection matrix.</td> 840 </tr> 841 <tr> 842 <td width="100"> </td> 843 <th> 844<a href="../../nn/math/MTX44PerspectivePivotRad.html"><CODE>MTX44PerspectivePivotRad</CODE></a> 845 </th> 846<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> 847 </tr> 848 <tr> 849 <td width="100"> </td> 850 <th> 851<a href="../../nn/math/MTX44RotAxisFIdx.html"><CODE>MTX44RotAxisFIdx</CODE></a> 852 </th> 853<td>Creates a rotation matrix for rotating around the specified axis.</td> 854 </tr> 855 <tr> 856 <td width="100"> </td> 857 <th> 858<a href="../../nn/math/MTX44Sub.html"><CODE>MTX44Sub</CODE></a> 859 </th> 860<td>Calculates the difference of two matrices.</td> 861 </tr> 862 <tr> 863 <td width="100"> </td> 864 <th> 865<a href="../../nn/math/MTX44Zero.html"><CODE>MTX44Zero</CODE></a> 866 </th> 867<td>Creates a zero matrix.</td> 868 </tr> 869 <tr> 870 <td width="100"> </td> 871 <th> 872<a href="../../nn/math/MTX44Add.html"><CODE>MTX44Add</CODE></a> 873 </th> 874<td>Calculates the sum of two matrices.</td> 875 </tr> 876 <tr> 877 <td width="100"> </td> 878 <th> 879<a href="../../nn/math/MTX44Copy.html"><CODE>MTX44Copy</CODE></a> 880 </th> 881<td>Copies a matrix.</td> 882 </tr> 883 <tr> 884 <td width="100"> </td> 885 <th> 886<a href="../../nn/math/MTX44Frustum.html"><CODE>MTX44Frustum</CODE></a> 887 </th> 888<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> 889 </tr> 890 <tr> 891 <td width="100"> </td> 892 <th> 893<a href="../../nn/math/MTX44Inverse.html"><CODE>MTX44Inverse</CODE></a> 894 </th> 895<td>Calculates the inverse of a matrix.</td> 896 </tr> 897 <tr> 898 <td width="100"> </td> 899 <th> 900<a href="../../nn/math/MTX44Mult.html"><CODE>MTX44Mult</CODE></a> 901 </th> 902<td>Calculates the product of two matrices.</td> 903 </tr> 904 <tr> 905 <td width="100"> </td> 906 <th> 907<a href="../../nn/math/MTX44MultArray.html"><CODE>MTX44MultArray</CODE></a> 908 </th> 909<td>Pre-multiplies an array of matrices by another matrix.</td> 910 </tr> 911 <tr> 912 <td width="100"> </td> 913 <th> 914<a href="../../nn/math/MTX44MultScale.html"><CODE>MTX44MultScale</CODE></a> 915 </th> 916<td>Scales a matrix. Post-multiplies the input matrix by the scaling vector.</td> 917 </tr> 918 <tr> 919 <td width="100"> </td> 920 <th> 921<a href="../../nn/math/MTX44MultTranslate.html"><CODE>MTX44MultTranslate</CODE></a> 922 </th> 923<td>Translates a matrix. Pre-multiplies the input matrix by the translation vector.</td> 924 </tr> 925 <tr> 926 <td width="100"> </td> 927 <th> 928<a href="../../nn/math/MTX44Ortho.html"><CODE>MTX44Ortho</CODE></a> 929 </th> 930<td>Creates an orthographic projection matrix. <BR><BR><B>Note:</B> The order of the arguments follows the OpenGL standard.</td> 931 </tr> 932 <tr> 933 <td width="100"> </td> 934 <th> 935<a href="../../nn/math/MTX44PerspectiveDeg.html"><CODE>MTX44PerspectiveDeg</CODE></a> 936 </th> 937<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td> 938 </tr> 939 <tr> 940 <td width="100"> </td> 941 <th> 942<a href="../../nn/math/MTX44PerspectivePivotDeg.html"><CODE>MTX44PerspectivePivotDeg</CODE></a> 943 </th> 944<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td> 945 </tr> 946 <tr> 947 <td width="100"> </td> 948 <th> 949<a href="../../nn/math/MTX44PerspectiveRad.html"><CODE>MTX44PerspectiveRad</CODE></a> 950 </th> 951<td>Creates a projection matrix based on a field-of-view angle and an aspect ratio.</td> 952 </tr> 953 <tr> 954 <td width="100"> </td> 955 <th> 956<a href="../../nn/math/MTX44Pivot.html"><CODE>MTX44Pivot</CODE> </a> 957 </th> 958<td>Rotates the specified projection matrix in the direction the screen is facing.</td> 959 </tr> 960 <tr> 961 <td width="100"> </td> 962 <th> 963<a href="../../nn/math/MTX44RotAxisDeg.html"><CODE>MTX44RotAxisDeg</CODE></a> 964 </th> 965<td>Creates a rotation matrix for rotating around the specified axis.</td> 966 </tr> 967 <tr> 968 <td width="100"> </td> 969 <th> 970<a href="../../nn/math/MTX44RotAxisRad.html"><CODE>MTX44RotAxisRad</CODE></a> 971 </th> 972<td>Creates a rotation matrix for rotating around the specified axis.</td> 973 </tr> 974 <tr> 975 <td width="100"> </td> 976 <th> 977<a href="../../nn/math/MTX44RotXYZDeg.html"><CODE>MTX44RotXYZDeg</CODE></a> 978 </th> 979<td>Creates a rotation matrix.</td> 980 </tr> 981 <tr> 982 <td width="100"> </td> 983 <th> 984<a href="../../nn/math/MTX44RotXYZFIdx.html"><CODE>MTX44RotXYZFIdx</CODE></a> 985 </th> 986<td>Creates a rotation matrix.</td> 987 </tr> 988 <tr> 989 <td width="100"> </td> 990 <th> 991<a href="../../nn/math/MTX44RotXYZRad.html"><CODE>MTX44RotXYZRad</CODE></a> 992 </th> 993<td>Creates a rotation matrix.</td> 994 </tr> 995 <tr> 996 <td width="100"> </td> 997 <th> 998<a href="../../nn/math/MTX44Scale.html"><CODE>MTX44Scale</CODE></a> 999 </th> 1000<td>Creates a matrix to use for scaling transformations.</td> 1001 </tr> 1002 <tr> 1003 <td width="100"> </td> 1004 <th> 1005<a href="../../nn/math/MTX44Translate.html"><CODE>MTX44Translate</CODE></a> 1006 </th> 1007<td>Creates a translation matrix.</td> 1008 </tr> 1009 <tr> 1010 <td width="100"> </td> 1011 <th> 1012<a href="../../nn/math/MTX44Transpose.html"><CODE>MTX44Transpose</CODE></a> 1013 </th> 1014<td>Creates the transpose of a matrix.</td> 1015 </tr> 1016 <tr> 1017<th class="category" colspan="3">Quaternions</th> 1018 </tr> 1019 <tr> 1020 <td width="100"> </td> 1021 <th> 1022<a href="../../nn/math/QUATAdd.html"><CODE>QUATAdd</CODE></a> 1023 </th> 1024<td>Calculates the sum of two quaternions.</td> 1025 </tr> 1026 <tr> 1027 <td width="100"> </td> 1028 <th> 1029<a href="../../nn/math/QUATDivide.html"><CODE>QUATDivide</CODE></a> 1030 </th> 1031<td>Calculates the quotient of two quaternions.</td> 1032 </tr> 1033 <tr> 1034 <td width="100"> </td> 1035 <th> 1036<a href="../../nn/math/QUATDot.html"><CODE>QUATDot</CODE></a> 1037 </th> 1038<td>Calculates the dot product of two quaternions.</td> 1039 </tr> 1040 <tr> 1041 <td width="100"> </td> 1042 <th> 1043<a href="../../nn/math/QUATMakeClosest.html"><CODE>QUATMakeClosest</CODE></a> 1044 </th> 1045<td>Modifies <SPAN class="argument">q</SPAN> so it is on the same side of the hypersphere as <SPAN class="argument">qto</SPAN>.</td> 1046 </tr> 1047 <tr> 1048 <td width="100"> </td> 1049 <th> 1050<a href="../../nn/math/QUATRotAxisRad.html"><CODE>QUATRotAxisRad</CODE></a> 1051 </th> 1052<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> 1053 </tr> 1054 <tr> 1055 <td width="100"> </td> 1056 <th> 1057<a href="../../nn/math/QUATScale.html"><CODE>QUATScale</CODE></a> 1058 </th> 1059<td>Multiplies a quaternion by a real number.</td> 1060 </tr> 1061 <tr> 1062 <td width="100"> </td> 1063 <th> 1064<a href="../../nn/math/QUATSquad.html"><CODE>QUATSquad</CODE></a> 1065 </th> 1066<td>Calculates the spherical cubic interpolation between two quaternions.</td> 1067 </tr> 1068 <tr> 1069 <td width="100"> </td> 1070 <th> 1071<a href="../../nn/math/QUATSub.html"><CODE>QUATSub</CODE></a> 1072 </th> 1073<td>Calculates the result of quaternion subtraction.</td> 1074 </tr> 1075 <tr> 1076 <td width="100"> </td> 1077 <th> 1078<a href="../../nn/math/QUATExp.html"><CODE>QUATExp</CODE></a> 1079 </th> 1080<td>Calculates the base of the natural logarithm (the constant <CODE>e</CODE>) raised to the power of a quaternion.</td> 1081 </tr> 1082 <tr> 1083 <td width="100"> </td> 1084 <th> 1085<a href="../../nn/math/QUATInverse.html"><CODE>QUATInverse</CODE></a> 1086 </th> 1087<td>Calculates the inverse of a quaternion.</td> 1088 </tr> 1089 <tr> 1090 <td width="100"> </td> 1091 <th> 1092<a href="../../nn/math/QUATLerp.html"><CODE>QUATLerp</CODE></a> 1093 </th> 1094<td>Calculates the linear interpolation between two quaternions.</td> 1095 </tr> 1096 <tr> 1097 <td width="100"> </td> 1098 <th> 1099<a href="../../nn/math/QUATLogN.html"><CODE>QUATLogN</CODE></a> 1100 </th> 1101<td>Calculates the natural logarithm of a quaternion.</td> 1102 </tr> 1103 <tr> 1104 <td width="100"> </td> 1105 <th> 1106<a href="../../nn/math/QUATMult.html"><CODE>QUATMult</CODE></a> 1107 </th> 1108<td>Calculates the product of two quaternions.</td> 1109 </tr> 1110 <tr> 1111 <td width="100"> </td> 1112 <th> 1113<a href="../../nn/math/QUATNormalize.html"><CODE>QUATNormalize</CODE></a> 1114 </th> 1115<td>Normalizes a quaternion.</td> 1116 </tr> 1117 <tr> 1118 <td width="100"> </td> 1119 <th> 1120<a href="../../nn/math/QUATSlerp.html"><CODE>QUATSlerp</CODE></a> 1121 </th> 1122<td>Calculates the spherical linear interpolation between two quaternions.</td> 1123 </tr> 1124 <tr> 1125<th class="category" colspan="3">Utilities</th> 1126 </tr> 1127 <tr> 1128 <td width="100"> </td> 1129 <th> 1130<a href="../../nn/math/MTX22ToMTX23.html"><CODE>MTX22ToMTX23</CODE></a> 1131 </th> 1132<td>Copies a 2x2 matrix to a 2x3 matrix.</td> 1133 </tr> 1134 <tr> 1135 <td width="100"> </td> 1136 <th> 1137<a href="../../nn/math/MTX23ToMTX22.html"><CODE>MTX23ToMTX22</CODE></a> 1138 </th> 1139<td>Copies a 2x3 matrix to a 2x2 matrix.</td> 1140 </tr> 1141 <tr> 1142 <td width="100"> </td> 1143 <th> 1144<a href="../../nn/math/MTX33ToMTX34.html"><CODE>MTX33ToMTX34</CODE></a> 1145 </th> 1146<td>Copies a 3x3 matrix to a 3x4 matrix.</td> 1147 </tr> 1148 <tr> 1149 <td width="100"> </td> 1150 <th> 1151<a href="../../nn/math/MTX34ToMTX33.html"><CODE>MTX34ToMTX33</CODE></a> 1152 </th> 1153<td>Copies a 3x4 matrix to a 3x3 matrix.</td> 1154 </tr> 1155 <tr> 1156 <td width="100"> </td> 1157 <th> 1158<a href="../../nn/math/QUATToMTX34.html"><CODE>QUATToMTX34</CODE></a> 1159 </th> 1160<td>Creates a rotation matrix from a quaternion.</td> 1161 </tr> 1162 <tr> 1163 <td width="100"> </td> 1164 <th> 1165<a href="../../nn/math/QUATToMTX34Partially.html">QUATToMTX34Partially</a> 1166 </th> 1167<td>Creates a rotation matrix from a quaternion and applies only the rotation-related elements of the specified matrix.</td> 1168 </tr> 1169 <tr> 1170 <td width="100"> </td> 1171 <th> 1172<a href="../../nn/math/MTX34ToQUAT.html"><CODE>MTX34ToQUAT</CODE></a> 1173 </th> 1174<td>Creates a quaternion from a rotation matrix.</td> 1175 </tr> 1176 <tr> 1177 <td width="100"> </td> 1178 <th> 1179<a href="../../nn/math/VEC2Transform.html"><CODE>VEC2Transform</CODE></a> 1180 </th> 1181<td>Transforms a two-dimensional vector using a matrix.</td> 1182 </tr> 1183 <tr> 1184 <td width="100"> </td> 1185 <th> 1186<a href="../../nn/math/VEC3TransformNormal.html"><CODE>VEC3TransformNormal</CODE></a> 1187 </th> 1188<td>Transforms a vector by using a matrix. The fourth element of the vector is taken as <CODE>0</CODE> during calculation.</td> 1189 </tr> 1190 <tr> 1191 <td width="100"> </td> 1192 <th> 1193<a href="../../nn/math/VEC3TransformNormalArray.html"><CODE>VEC3TransformNormalArray</CODE></a> 1194 </th> 1195<td>Transforms a vector array by using a matrix. The fourth element of each vector is taken as <CODE>0</CODE> during calculation.</td> 1196 </tr> 1197 <tr> 1198 <td width="100"> </td> 1199 <th> 1200<a href="../../nn/math/VEC3TransformCoord.html"><CODE>VEC3TransformCoord</CODE></a> 1201 </th> 1202<td>Transforms a vector by 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> 1203 </tr> 1204 <tr> 1205 <td width="100"> </td> 1206 <th> 1207<a href="../../nn/math/VEC3TransformCoordArray.html"><CODE>VEC3TransformCoordArray</CODE></a> 1208 </th> 1209<td>Transforms a vector array by 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> 1210 </tr> 1211 <tr> 1212 <td width="100"> </td> 1213 <th> 1214<a href="../../nn/math/VEC4TransformArray.html"><CODE>VEC4TransformArray</CODE></a> 1215 </th> 1216<td>Transforms a vector array by using a matrix.</td> 1217 </tr> 1218 <tr> 1219 <td width="100"> </td> 1220 <th> 1221<a href="../../nn/math/VEC3Transform.html"><CODE>VEC3Transform</CODE></a> 1222 </th> 1223<td>Transforms a vector by using a matrix.</td> 1224 </tr> 1225 <tr> 1226 <td width="100"> </td> 1227 <th> 1228<a href="../../nn/math/VEC3TransformArray.html"><CODE>VEC3TransformArray</CODE></a> 1229 </th> 1230<td>Transforms a vector array by using a matrix. The fourth element of each vector is taken as <CODE>1</CODE> during calculation.</td> 1231 </tr> 1232 <tr> 1233 <td width="100"> </td> 1234 <th> 1235<a href="../../nn/math/VEC4Transform.html"><CODE>VEC4Transform</CODE></a> 1236 </th> 1237<td>Transforms a vector by using a matrix.</td> 1238 </tr> 1239 <tr> 1240<th class="category" colspan="3">2D vectors</th> 1241 </tr> 1242 <tr> 1243 <td width="100"> </td> 1244 <th> 1245<a href="../../nn/math/VEC2IsZero.html"><CODE>VEC2IsZero</CODE></a> 1246 </th> 1247<td>Determines whether a vector is the zero vector.</td> 1248 </tr> 1249 <tr> 1250 <td width="100"> </td> 1251 <th> 1252<a href="../../nn/math/VEC2Maximize.html"><CODE>VEC2Maximize</CODE></a> 1253 </th> 1254<td>Creates the vector formed by the larger of each component of two input vectors.</td> 1255 </tr> 1256 <tr> 1257 <td width="100"> </td> 1258 <th> 1259<a href="../../nn/math/VEC2Minimize.html"><CODE>VEC2Minimize</CODE></a> 1260 </th> 1261<td>Creates the vector formed by the smaller of each component of two input vectors.</td> 1262 </tr> 1263 <tr> 1264 <td width="100"> </td> 1265 <th> 1266<a href="../../nn/math/VEC2Normalize.html"><CODE>VEC2Normalize</CODE></a> 1267 </th> 1268<td>Normalizes a vector.</td> 1269 </tr> 1270 <tr> 1271 <td width="100"> </td> 1272 <th> 1273<a href="../../nn/math/VEC2SafeNormalize.html"><CODE>VEC2SafeNormalize</CODE></a> 1274 </th> 1275<td>Normalizes a vector. If normalization fails, sets the specified vector.</td> 1276 </tr> 1277 <tr> 1278 <td width="100"> </td> 1279 <th> 1280<a href="../../nn/math/VEC2Add.html"><CODE>VEC2Add</CODE></a> 1281 </th> 1282<td>Calculates the resultant vector that is the result of vector addition.</td> 1283 </tr> 1284 <tr> 1285 <td width="100"> </td> 1286 <th> 1287<a href="../../nn/math/VEC2DistSq.html"><CODE>VEC2DistSq</CODE></a> 1288 </th> 1289<td>Calculates the square of the distance between two vectors.</td> 1290 </tr> 1291 <tr> 1292 <td width="100"> </td> 1293 <th> 1294<a href="../../nn/math/VEC2Dot.html"><CODE>VEC2Dot</CODE></a> 1295 </th> 1296<td>Calculates the dot product of two vectors.</td> 1297 </tr> 1298 <tr> 1299 <td width="100"> </td> 1300 <th> 1301<a href="../../nn/math/VEC2Len.html"><CODE>VEC2Len</CODE></a> 1302 </th> 1303<td>Calculates the vector length.</td> 1304 </tr> 1305 <tr> 1306 <td width="100"> </td> 1307 <th> 1308<a href="../../nn/math/VEC2LenSq.html"><CODE>VEC2LenSq</CODE></a> 1309 </th> 1310<td>Calculates the square of a vector length.</td> 1311 </tr> 1312 <tr> 1313 <td width="100"> </td> 1314 <th> 1315<a href="../../nn/math/VEC2Lerp.html"><CODE>VEC2Lerp</CODE></a> 1316 </th> 1317<td>Calculates the linear interpolation between vectors.</td> 1318 </tr> 1319 <tr> 1320 <td width="100"> </td> 1321 <th> 1322<a href="../../nn/math/VEC2Mult.html"><CODE>VEC2Mult</CODE></a> 1323 </th> 1324<td>Calculates the product of two vectors.</td> 1325 </tr> 1326 <tr> 1327 <td width="100"> </td> 1328 <th> 1329<a href="../../nn/math/VEC2Scale.html"><CODE>VEC2Scale</CODE></a> 1330 </th> 1331<td>Calculates a scalar multiple of a vector.</td> 1332 </tr> 1333 <tr> 1334 <td width="100"> </td> 1335 <th> 1336<a href="../../nn/math/VEC2Sub.html"><CODE>VEC2Sub</CODE></a> 1337 </th> 1338<td>Calculates the result of vector subtraction.</td> 1339 </tr> 1340 <tr> 1341<th class="category" colspan="3">3D vectors</th> 1342 </tr> 1343 <tr> 1344 <td width="100"> </td> 1345 <th> 1346<a href="../../nn/math/VEC3Cross.html"><CODE>VEC3Cross</CODE></a> 1347 </th> 1348<td>Calculates the cross product of two vectors.</td> 1349 </tr> 1350 <tr> 1351 <td width="100"> </td> 1352 <th> 1353<a href="../../nn/math/VEC3IsZero.html"><CODE>VEC3IsZero</CODE></a> 1354 </th> 1355<td>Determines whether a vector is the zero vector.</td> 1356 </tr> 1357 <tr> 1358 <td width="100"> </td> 1359 <th> 1360<a href="../../nn/math/VEC3Maximize.html"><CODE>VEC3Maximize</CODE></a> 1361 </th> 1362<td>Creates the vector formed by the larger of each component of two input vectors.</td> 1363 </tr> 1364 <tr> 1365 <td width="100"> </td> 1366 <th> 1367<a href="../../nn/math/VEC3Minimize.html"><CODE>VEC3Minimize</CODE></a> 1368 </th> 1369<td>Creates the vector formed by the smaller of each component of two input vectors.</td> 1370 </tr> 1371 <tr> 1372 <td width="100"> </td> 1373 <th> 1374<a href="../../nn/math/VEC3SafeNormalize.html"><CODE>VEC3SafeNormalize</CODE></a> 1375 </th> 1376<td>Normalizes a vector. If normalization fails, sets the specified vector.</td> 1377 </tr> 1378 <tr> 1379 <td width="100"> </td> 1380 <th> 1381<a href="../../nn/math/VEC3SquareDist.html"><CODE>VEC3SquareDist</CODE></a> 1382 </th> 1383<td>Calculates the square of the distance between two vectors.</td> 1384 </tr> 1385 <tr> 1386 <td width="100"> </td> 1387 <th> 1388<a href="../../nn/math/VEC3Add.html"><CODE>VEC3Add</CODE></a> 1389 </th> 1390<td>Calculates the resultant vector that is the result of vector addition.</td> 1391 </tr> 1392 <tr> 1393 <td width="100"> </td> 1394 <th> 1395<a href="../../nn/math/VEC3Dist.html"><CODE>VEC3Dist</CODE></a> 1396 </th> 1397<td>Calculates the distance between two vectors.</td> 1398 </tr> 1399 <tr> 1400 <td width="100"> </td> 1401 <th> 1402<a href="../../nn/math/VEC3Dot.html"><CODE>VEC3Dot</CODE></a> 1403 </th> 1404<td>Calculates the dot product of two vectors.</td> 1405 </tr> 1406 <tr> 1407 <td width="100"> </td> 1408 <th> 1409<a href="../../nn/math/VEC3Len.html"><CODE>VEC3Len</CODE></a> 1410 </th> 1411<td>Calculates the vector length.</td> 1412 </tr> 1413 <tr> 1414 <td width="100"> </td> 1415 <th> 1416<a href="../../nn/math/VEC3Lerp.html"><CODE>VEC3Lerp</CODE></a> 1417 </th> 1418<td>Calculates the linear interpolation between two vectors.</td> 1419 </tr> 1420 <tr> 1421 <td width="100"> </td> 1422 <th> 1423<a href="../../nn/math/VEC3Mult.html"><CODE>VEC3Mult</CODE></a> 1424 </th> 1425<td>Calculates the product of two vectors.</td> 1426 </tr> 1427 <tr> 1428 <td width="100"> </td> 1429 <th> 1430<a href="../../nn/math/VEC3Normalize.html"><CODE>VEC3Normalize</CODE></a> 1431 </th> 1432<td>Normalizes a vector.</td> 1433 </tr> 1434 <tr> 1435 <td width="100"> </td> 1436 <th> 1437<a href="../../nn/math/VEC3Scale.html"><CODE>VEC3Scale</CODE></a> 1438 </th> 1439<td>Calculates a scalar multiple of a vector.</td> 1440 </tr> 1441 <tr> 1442 <td width="100"> </td> 1443 <th> 1444<a href="../../nn/math/VEC3SquareLen.html"><CODE>VEC3SquareLen</CODE></a> 1445 </th> 1446<td>Calculates the square of a vector length.</td> 1447 </tr> 1448 <tr> 1449 <td width="100"> </td> 1450 <th> 1451<a href="../../nn/math/VEC3Sub.html"><CODE>VEC3Sub</CODE></a> 1452 </th> 1453<td>Calculates the result of vector subtraction.</td> 1454 </tr> 1455 <tr> 1456<th class="category" colspan="3">4D vectors</th> 1457 </tr> 1458 <tr> 1459 <td width="100"> </td> 1460 <th> 1461<a href="../../nn/math/VEC4Add.html"><CODE>VEC4Add</CODE></a> 1462 </th> 1463<td>Calculates the resultant vector that is the result of vector addition.</td> 1464 </tr> 1465 <tr> 1466 <td width="100"> </td> 1467 <th> 1468<a href="../../nn/math/VEC4DistSq.html"><CODE>VEC4DistSq</CODE></a> 1469 </th> 1470<td>Calculates the square of the distance between two vectors.</td> 1471 </tr> 1472 <tr> 1473 <td width="100"> </td> 1474 <th> 1475<a href="../../nn/math/VEC4Dot.html"><CODE>VEC4Dot</CODE></a> 1476 </th> 1477<td>Calculates the dot product of two vectors.</td> 1478 </tr> 1479 <tr> 1480 <td width="100"> </td> 1481 <th> 1482<a href="../../nn/math/VEC4IsZero.html"><CODE>VEC4IsZero</CODE></a> 1483 </th> 1484<td>Determines whether a vector is the zero vector.</td> 1485 </tr> 1486 <tr> 1487 <td width="100"> </td> 1488 <th> 1489<a href="../../nn/math/VEC4IsZeroWOne.html"><CODE>VEC4IsZeroWOne</CODE></a> 1490 </th> 1491<td>Determines whether a vector is the zero vector in homogeneous coordinates.</td> 1492 </tr> 1493 <tr> 1494 <td width="100"> </td> 1495 <th> 1496<a href="../../nn/math/VEC4Len.html"><CODE>VEC4Len</CODE></a> 1497 </th> 1498<td>Calculates the vector length.</td> 1499 </tr> 1500 <tr> 1501 <td width="100"> </td> 1502 <th> 1503<a href="../../nn/math/VEC4Maximize.html"><CODE>VEC4Maximize</CODE></a> 1504 </th> 1505<td>Creates the vector formed by the larger of each component of two input vectors.</td> 1506 </tr> 1507 <tr> 1508 <td width="100"> </td> 1509 <th> 1510<a href="../../nn/math/VEC4Mult.html"><CODE>VEC4Mult</CODE></a> 1511 </th> 1512<td>Calculates the product of two vectors.</td> 1513 </tr> 1514 <tr> 1515 <td width="100"> </td> 1516 <th> 1517<a href="../../nn/math/VEC4Normalize.html"><CODE>VEC4Normalize</CODE></a> 1518 </th> 1519<td>Normalizes a vector.</td> 1520 </tr> 1521 <tr> 1522 <td width="100"> </td> 1523 <th> 1524<a href="../../nn/math/VEC4SafeNormalize.html"><CODE>VEC4SafeNormalize</CODE></a> 1525 </th> 1526<td>Normalizes a vector. If normalization fails, sets the specified vector.</td> 1527 </tr> 1528 <tr> 1529 <td width="100"> </td> 1530 <th> 1531<a href="../../nn/math/VEC4Minimize.html"><CODE>VEC4Minimize</CODE></a> 1532 </th> 1533<td>Creates the vector formed by the smaller of each component of two input vectors.</td> 1534 </tr> 1535 <tr> 1536 <td width="100"> </td> 1537 <th> 1538<a href="../../nn/math/VEC4Scale.html"><CODE>VEC4Scale</CODE></a> 1539 </th> 1540<td>Calculates a scalar multiple of a vector.</td> 1541 </tr> 1542 <tr> 1543 <td width="100"> </td> 1544 <th> 1545<a href="../../nn/math/VEC4Sub.html"><CODE>VEC4Sub</CODE></a> 1546 </th> 1547<td>Calculates the result of vector subtraction.</td> 1548 </tr> 1549 <tr> 1550 <td width="100"> </td> 1551 <th> 1552<a href="../../nn/math/VEC4LenSq.html"><CODE>VEC4LenSq</CODE></a> 1553 </th> 1554<td>Calculates the square of a vector length.</td> 1555 </tr> 1556 <tr> 1557 <td width="100"> </td> 1558 <th> 1559<a href="../../nn/math/VEC4Lerp.html"><CODE>VEC4Lerp</CODE></a> 1560 </th> 1561<td>Calculates the linear interpolation between two vectors.</td> 1562 </tr> 1563 <tr> 1564<th class="category" colspan="3">Floating-Point Math Functions</th> 1565 </tr> 1566 <tr> 1567 <td width="100"> </td> 1568 <th> 1569<a href="../../nn/math/U32AsF32.html"><CODE>U32AsF32</CODE></a> 1570 </th> 1571<td>Converts a <CODE>u32</CODE> type into an <CODE>f32</CODE> type without changing the bit array.</td> 1572 </tr> 1573 <tr> 1574 <td width="100"> </td> 1575 <th> 1576<a href="../../nn/math/FGetExpPart.html"><CODE>FGetExpPart</CODE></a> 1577 </th> 1578<td>Gets the exponential part of a floating-point number.</td> 1579 </tr> 1580 <tr> 1581 <td width="100"> </td> 1582 <th> 1583<a href="../../nn/math/FGetMantPart.html"><CODE>FGetMantPart</CODE></a> 1584 </th> 1585<td>Finds the mantissa of a floating-point number.</td> 1586 </tr> 1587 <tr> 1588 <td width="100"> </td> 1589 <th> 1590<a href="../../nn/math/FSelect.html"><CODE>FSelect</CODE></a> 1591 </th> 1592<td>Selects a value depending on the sign of the input.</td> 1593 </tr> 1594 <tr> 1595 <td width="100"> </td> 1596 <th> 1597<a href="../../nn/math/FAbs.html"><CODE>FAbs</CODE></a> 1598 </th> 1599<td>Finds an absolute value.</td> 1600 </tr> 1601 <tr> 1602 <td width="100"> </td> 1603 <th> 1604<a href="../../nn/math/FNAbs.html"><CODE>FNAbs</CODE></a> 1605 </th> 1606<td>Finds the number whose sign is negative but whose absolute value is the same as the input.</td> 1607 </tr> 1608 <tr> 1609 <td width="100"> </td> 1610 <th> 1611<a href="../../nn/math/FCopySign.html"><CODE>FCopySign</CODE></a> 1612 </th> 1613<td>Copies the sign of one number to another number.</td> 1614 </tr> 1615 <tr> 1616 <td width="100"> </td> 1617 <th> 1618<a href="../../nn/math/FExp.html"><CODE>FExp</CODE></a> 1619 </th> 1620<td>Finds <CODE>e^</CODE><SPAN class="argument">x</SPAN>.</td> 1621 </tr> 1622 <tr> 1623 <td width="100"> </td> 1624 <th> 1625<a href="../../nn/math/FLog.html"><CODE>FLog</CODE></a> 1626 </th> 1627<td>Finds the natural logarithm.</td> 1628 </tr> 1629 <tr> 1630 <td width="100"> </td> 1631 <th> 1632<a href="../../nn/math/FLog10.html"><CODE>FLog10</CODE></a> 1633 </th> 1634<td>Finds the common logarithm.</td> 1635 </tr> 1636 <tr> 1637 <td width="100"> </td> 1638 <th> 1639<a href="../../nn/math/FMod.html"><CODE>FMod</CODE></a> 1640 </th> 1641<td>Calculates the remainder.</td> 1642 </tr> 1643 <tr> 1644 <td width="100"> </td> 1645 <th> 1646<a href="../../nn/math/FModf.html"><CODE>FModf</CODE></a> 1647 </th> 1648<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> 1649 </tr> 1650 <tr> 1651 <td width="100"> </td> 1652 <th> 1653<a href="../../nn/math/FCeil.html"><CODE>FCeil</CODE></a> 1654 </th> 1655<td>Finds the smallest integer value no smaller than <SPAN class="argument">x</SPAN>.</td> 1656 </tr> 1657 <tr> 1658 <td width="100"> </td> 1659 <th> 1660<a href="../../nn/math/FFloor.html"><CODE>FFloor</CODE></a> 1661 </th> 1662<td>Finds the largest integer value no larger than <SPAN class="argument">x</SPAN>.</td> 1663 </tr> 1664 <tr> 1665 <td width="100"> </td> 1666 <th> 1667<a href="../../nn/math/F32ToS16.html"><CODE>F32ToS16</CODE></a> 1668 </th> 1669<td>Converts values in <CODE>f32</CODE> format to <CODE>s16</CODE> format.</td> 1670 </tr> 1671 <tr> 1672 <td width="100"> </td> 1673 <th> 1674<a href="../../nn/math/F32ToU16.html"><CODE>F32ToU16</CODE></a> 1675 </th> 1676<td>Converts values in <CODE>f32</CODE> format to <CODE>u16</CODE> format.</td> 1677 </tr> 1678 <tr> 1679 <td width="100"> </td> 1680 <th> 1681<a href="../../nn/math/U16ToF32.html"><CODE>U16ToF32</CODE></a> 1682 </th> 1683<td>Converts values in <CODE>u16</CODE> format to <CODE>f32</CODE> format.</td> 1684 </tr> 1685 <tr> 1686 <td width="100"> </td> 1687 <th> 1688<a href="../../nn/math/S16ToF32.html"><CODE>S16ToF32</CODE></a> 1689 </th> 1690<td>Converts values in <CODE>s16</CODE> format to <CODE>f32</CODE> format.</td> 1691 </tr> 1692 <tr> 1693 <td width="100"> </td> 1694 <th> 1695<a href="../../nn/math/FInv.html"><CODE>FInv</CODE></a> 1696 </th> 1697<td>Finds the multiplicative inverse at high speed and low precision.</td> 1698 </tr> 1699 <tr> 1700 <td width="100"> </td> 1701 <th> 1702<a href="../../nn/math/FrSqrt.html"><CODE>FrSqrt</CODE></a> 1703 </th> 1704<td>Finds the inverse square root.</td> 1705 </tr> 1706 <tr> 1707 <td width="100"> </td> 1708 <th> 1709<a href="../../nn/math/FSqrt.html"><CODE>FSqrt</CODE></a> 1710 </th> 1711<td>Finds the square root.</td> 1712 </tr> 1713 <tr> 1714 <td width="100"> </td> 1715 <th> 1716<a href="../../nn/math/FCbrt.html"><CODE>FCbrt</CODE></a> 1717 </th> 1718<td>Finds the cube root.</td> 1719 </tr> 1720 <tr> 1721 <td width="100"> </td> 1722 <th> 1723<a href="../../nn/math/Hermite.html"><CODE>Hermite</CODE></a> 1724 </th> 1725<td>Performs Hermite interpolation.</td> 1726 </tr> 1727 <tr> 1728<th class="category" colspan="3">Integer Math Functions</th> 1729 </tr> 1730 <tr> 1731 <td width="100"> </td> 1732 <th> 1733<a href="../../nn/math/CntLz.html"><CODE>CntLz</CODE></a> 1734 </th> 1735<td>Counts the number of consecutive bits set to <CODE>0</CODE>, starting from the most significant bit (MSB).</td> 1736 </tr> 1737 <tr> 1738 <td width="100"> </td> 1739 <th> 1740<a href="../../nn/math/IsPwr2.html"><CODE>IsPwr2</CODE></a> 1741 </th> 1742<td>Determines whether an integer is a power of 2.</td> 1743 </tr> 1744 <tr> 1745 <td width="100"> </td> 1746 <th> 1747<a href="../../nn/math/Rightmost1.html"><CODE>Rightmost1</CODE></a> 1748 </th> 1749<td>Gets the rightmost bit (closest to the LSB) that is set to <CODE>1</CODE>.</td> 1750 </tr> 1751 <tr> 1752 <td width="100"> </td> 1753 <th> 1754<a href="../../nn/math/Rightmost0.html"><CODE>Rightmost0</CODE></a> 1755 </th> 1756<td>Gets the rightmost bit (closest to the LSB) that is set to <CODE>0</CODE>.</td> 1757 </tr> 1758 <tr> 1759 <td width="100"> </td> 1760 <th> 1761<a href="../../nn/math/DistBit.html"><CODE>DistBit</CODE></a> 1762 </th> 1763<td>Calculates the hamming distance between two bit arrays.</td> 1764 </tr> 1765 <tr> 1766 <td width="100"> </td> 1767 <th> 1768<a href="../../nn/math/CntTz.html"><CODE>CntTz</CODE></a> 1769 </th> 1770<td>Counts the number of consecutive bits set to <CODE>0</CODE>, starting from the least significant bit (LSB).</td> 1771 </tr> 1772 <tr> 1773 <td width="100"> </td> 1774 <th> 1775<a href="../../nn/math/ILog2.html"><CODE>ILog2</CODE></a> 1776 </th> 1777<td>Calculates the base 2 logarithm of an integer and returns the result as an integer.</td> 1778 </tr> 1779 <tr> 1780 <td width="100"> </td> 1781 <th> 1782<a href="../../nn/math/FloorPwr2.html"><CODE>FloorPwr2</CODE></a> 1783 </th> 1784<td>Calculates the highest power of 2 that is less than or equal to the integer provided.</td> 1785 </tr> 1786 <tr> 1787 <td width="100"> </td> 1788 <th> 1789<a href="../../nn/math/CeilPwr2.html"><CODE>CeilPwr2</CODE></a> 1790 </th> 1791<td>Calculates the lowest power of 2 that is greater than or equal to the integer provided.</td> 1792 </tr> 1793 <tr> 1794<th class="category" colspan="3">Trigonometric Functions</th> 1795 </tr> 1796 <tr> 1797 <td width="100"> </td> 1798 <th> 1799<a href="../../nn/math/SinFIdx.html"><CODE>SinFIdx</CODE></a> 1800 </th> 1801<td>Finds the sine.</td> 1802 </tr> 1803 <tr> 1804 <td width="100"> </td> 1805 <th> 1806<a href="../../nn/math/CosFIdx.html"><CODE>CosFIdx</CODE></a> 1807 </th> 1808<td>Finds the cosine.</td> 1809 </tr> 1810 <tr> 1811 <td width="100"> </td> 1812 <th> 1813<a href="../../nn/math/SinCosFIdx.html"><CODE>SinCosFIdx</CODE></a> 1814 </th> 1815<td>Finds the sine and cosine.</td> 1816 </tr> 1817 <tr> 1818 <td width="100"> </td> 1819 <th> 1820<a href="../../nn/math/TanFIdx.html"><CODE>TanFIdx</CODE></a> 1821 </th> 1822<td>Finds the tangent.</td> 1823 </tr> 1824 <tr> 1825 <td width="100"> </td> 1826 <th> 1827<a href="../../nn/math/SinRad.html"><CODE>SinRad</CODE></a> 1828 </th> 1829<td>Finds the sine.</td> 1830 </tr> 1831 <tr> 1832 <td width="100"> </td> 1833 <th> 1834<a href="../../nn/math/CosRad.html"><CODE>CosRad</CODE></a> 1835 </th> 1836<td>Finds the cosine.</td> 1837 </tr> 1838 <tr> 1839 <td width="100"> </td> 1840 <th> 1841<a href="../../nn/math/SinCosRad.html"><CODE>SinCosRad</CODE></a> 1842 </th> 1843<td>Finds the sine and cosine.</td> 1844 </tr> 1845 <tr> 1846 <td width="100"> </td> 1847 <th> 1848<a href="../../nn/math/TanRad.html"><CODE>TanRad</CODE></a> 1849 </th> 1850<td>Finds the tangent.</td> 1851 </tr> 1852 <tr> 1853 <td width="100"> </td> 1854 <th> 1855<a href="../../nn/math/SinDeg.html"><CODE>SinDeg</CODE></a> 1856 </th> 1857<td>Finds the sine.</td> 1858 </tr> 1859 <tr> 1860 <td width="100"> </td> 1861 <th> 1862<a href="../../nn/math/CosDeg.html"><CODE>CosDeg</CODE></a> 1863 </th> 1864<td>Finds the cosine.</td> 1865 </tr> 1866 <tr> 1867 <td width="100"> </td> 1868 <th> 1869<a href="../../nn/math/SinCosDeg.html"><CODE>SinCosDeg</CODE></a> 1870 </th> 1871<td>Finds the sine and cosine.</td> 1872 </tr> 1873 <tr> 1874 <td width="100"> </td> 1875 <th> 1876<a href="../../nn/math/TanDeg.html"><CODE>TanDeg</CODE></a> 1877 </th> 1878<td>Finds the tangent.</td> 1879 </tr> 1880 <tr> 1881 <td width="100"> </td> 1882 <th> 1883<a href="../../nn/math/SinIdx.html"><CODE>SinIdx</CODE></a> 1884 </th> 1885<td>Finds the sine.</td> 1886 </tr> 1887 <tr> 1888 <td width="100"> </td> 1889 <th> 1890<a href="../../nn/math/CosIdx.html"><CODE>CosIdx</CODE></a> 1891 </th> 1892<td>Finds the cosine.</td> 1893 </tr> 1894 <tr> 1895 <td width="100"> </td> 1896 <th> 1897<a href="../../nn/math/SinCosIdx.html"><CODE>SinCosIdx</CODE></a> 1898 </th> 1899<td>Finds the sine and cosine.</td> 1900 </tr> 1901 <tr> 1902 <td width="100"> </td> 1903 <th> 1904<a href="../../nn/math/TanIdx.html"><CODE>TanIdx</CODE></a> 1905 </th> 1906<td>Finds the tangent.</td> 1907 </tr> 1908 <tr> 1909 <td width="100"> </td> 1910 <th> 1911<a href="../../nn/math/NN_fAcos.html"><CODE>NN_fAcos</CODE></a> 1912 </th> 1913<td>Finds the inverse cosine (arccosine). In contrast with <CODE>AcosRad</CODE>, no warning message is displayed.</td> 1914 </tr> 1915 <tr> 1916 <td width="100"> </td> 1917 <th> 1918<a href="../../nn/math/NN_fAsin.html"><CODE>NN_fAsin</CODE></a> 1919 </th> 1920<td>Finds the inverse sine (arcsine). In contrast with <CODE>AsinRad</CODE>, no warning message is displayed.</td> 1921 </tr> 1922 <tr> 1923 <td width="100"> </td> 1924 <th> 1925<a href="../../nn/math/NN_fAtan.html"><CODE>NN_fAtan</CODE></a> 1926 </th> 1927<td>Finds the inverse tangent (arctangent).</td> 1928 </tr> 1929 <tr> 1930 <td width="100"> </td> 1931 <th> 1932<a href="../../nn/math/NN_fAtan2.html"><CODE>NN_fAtan2</CODE></a> 1933 </th> 1934<td>Finds the inverse tangent (also known as the arctangent).</td> 1935 </tr> 1936 <tr> 1937 <td width="100"> </td> 1938 <th> 1939<a href="../../nn/math/AsinFIdx.html"><CODE>AsinFIdx</CODE></a> 1940 </th> 1941<td>Finds the inverse sine (also known as the arcsine). </td> 1942 </tr> 1943 <tr> 1944 <td width="100"> </td> 1945 <th> 1946<a href="../../nn/math/AcosFIdx.html"><CODE>AcosFIdx</CODE></a> 1947 </th> 1948<td>Finds the inverse cosine (also known as the arccosine).</td> 1949 </tr> 1950 <tr> 1951 <td width="100"> </td> 1952 <th> 1953<a href="../../nn/math/AtanFIdx.html"><CODE>AtanFIdx</CODE></a> 1954 </th> 1955<td>Finds the arctangent by table lookup.</td> 1956 </tr> 1957 <tr> 1958 <td width="100"> </td> 1959 <th> 1960<a href="../../nn/math/Atan2FIdx.html"><CODE>Atan2FIdx</CODE></a> 1961 </th> 1962<td>Finds the inverse tangent (also known as the arctangent).</td> 1963 </tr> 1964 <tr> 1965 <td width="100"> </td> 1966 <th> 1967<a href="../../nn/math/AsinRad.html"><CODE>AsinRad</CODE></a> 1968 </th> 1969<td>Finds the inverse sine (also known as the arcsine). In contrast with <CODE>NN_fAsin</CODE>, a warning is displayed depending on the arguments that are used.</td> 1970 </tr> 1971 <tr> 1972 <td width="100"> </td> 1973 <th> 1974<a href="../../nn/math/AcosRad.html"><CODE>AcosRad</CODE></a> 1975 </th> 1976<td>Finds the inverse cosine (also known as the arccosine). In contrast with <CODE>NN_Acos</CODE>, a warning is displayed depending on the arguments that are used.</td> 1977 </tr> 1978 <tr> 1979 <td width="100"> </td> 1980 <th> 1981<a href="../../nn/math/AtanRad.html"><CODE>AtanRad</CODE></a> 1982 </th> 1983<td>Finds the arctangent by table lookup.</td> 1984 </tr> 1985 <tr> 1986 <td width="100"> </td> 1987 <th> 1988<a href="../../nn/math/Atan2Rad.html"><CODE>Atan2Rad</CODE></a> 1989 </th> 1990<td>Finds the inverse tangent (also known as the arctangent).</td> 1991 </tr> 1992 <tr> 1993 <td width="100"> </td> 1994 <th> 1995<a href="../../nn/math/AsinDeg.html"><CODE>AsinDeg</CODE></a> 1996 </th> 1997<td>Finds the inverse sine (also known as the arcsine).</td> 1998 </tr> 1999 <tr> 2000 <td width="100"> </td> 2001 <th> 2002<a href="../../nn/math/AcosDeg.html"><CODE>AcosDeg</CODE></a> 2003 </th> 2004<td>Finds the inverse cosine (also known as the arccosine). </td> 2005 </tr> 2006 <tr> 2007 <td width="100"> </td> 2008 <th> 2009<a href="../../nn/math/AtanDeg.html"><CODE>AtanDeg</CODE></a> 2010 </th> 2011<td>Finds the inverse tangent (also known as the arctangent).</td> 2012 </tr> 2013 <tr> 2014 <td width="100"> </td> 2015 <th> 2016<a href="../../nn/math/Atan2Deg.html"><CODE>Atan2Deg</CODE></a> 2017 </th> 2018<td>Finds the inverse tangent (also known as the arctangent).</td> 2019 </tr> 2020 <tr> 2021 <td width="100"> </td> 2022 <th> 2023<a href="../../nn/math/AsinIdx.html"><CODE>AsinIdx</CODE></a> 2024 </th> 2025<td>Finds the inverse sine (also known as the arcsine).</td> 2026 </tr> 2027 <tr> 2028 <td width="100"> </td> 2029 <th> 2030<a href="../../nn/math/AcosIdx.html"><CODE>AcosIdx</CODE></a> 2031 </th> 2032<td>Finds the inverse cosine (also known as the arccosine).</td> 2033 </tr> 2034 <tr> 2035 <td width="100"> </td> 2036 <th> 2037<a href="../../nn/math/AtanIdx.html"><CODE>AtanIdx</CODE></a> 2038 </th> 2039<td>Finds the inverse tangent (also known as the arctangent).</td> 2040 </tr> 2041 <tr> 2042 <td width="100"> </td> 2043 <th> 2044<a href="../../nn/math/Atan2Idx.html"><CODE>Atan2Idx</CODE></a> 2045 </th> 2046<td>Finds the inverse tangent (also known as the arctangent).</td> 2047 </tr> 2048 <tr> 2049<th class="category" colspan="3">Math Functions</th> 2050 </tr> 2051 <tr> 2052 <td width="100"> </td> 2053 <th> 2054<a href="../../nn/math/Abs.html"><CODE>Abs</CODE></a> 2055 </th> 2056<td>Finds the absolute value.</td> 2057 </tr> 2058 <tr> 2059 <td width="100"> </td> 2060 <th> 2061<a href="../../nn/math/Max.html"><CODE>Max</CODE></a> 2062 </th> 2063<td>Finds the maximum value.</td> 2064 </tr> 2065 <tr> 2066 <td width="100"> </td> 2067 <th> 2068<a href="../../nn/math/Min.html"><CODE>Min</CODE></a> 2069 </th> 2070<td>Finds the minimum value.</td> 2071 </tr> 2072 <tr> 2073 <td width="100"> </td> 2074 <th> 2075<a href="../../nn/math/Clamp.html"><CODE>Clamp</CODE></a> 2076 </th> 2077<td>Clamps a value to the specified range.</td> 2078 </tr> 2079 <tr> 2080 <td width="100"> </td> 2081 <th> 2082<a href="../../nn/math/RoundUp.html"><CODE>RoundUp</CODE></a> 2083 </th> 2084<td>Rounds a value up so it is a multiple of the specified value.</td> 2085 </tr> 2086 <tr> 2087 <td width="100"> </td> 2088 <th> 2089<a href="../../nn/math/RoundDown.html"><CODE>RoundDown</CODE></a> 2090 </th> 2091<td>Rounds a value down so it is a multiple of the specified value.</td> 2092 </tr> 2093 <tr> 2094 <td width="100"> </td> 2095 <th> 2096<a href="../../nn/math/DivUp.html"><CODE>DivUp</CODE></a> 2097 </th> 2098<td>Finds the quotient of a division operation that takes two values. The remainder is rounded up.</td> 2099 </tr> 2100 <tr> 2101<th class="category" colspan="3">Bit Operations</th> 2102 </tr> 2103 <tr> 2104 <td width="100"> </td> 2105 <th> 2106<a href="../../nn/math/ExtractBits.html"><CODE>ExtractBits</CODE></a> 2107 </th> 2108<td>Extracts the bitstring used to maintain the position.</td> 2109 </tr> 2110 <tr> 2111 <td width="100"> </td> 2112 <th> 2113<a href="../../nn/math/GetBits.html"><CODE>GetBits</CODE></a> 2114 </th> 2115<td>Gets a bit string.</td> 2116 </tr> 2117 <tr> 2118 <td width="100"> </td> 2119 <th> 2120<a href="../../nn/math/MakeBits.html"><CODE>MakeBits</CODE></a> 2121 </th> 2122<td>Formats a bit string.</td> 2123 </tr> </table> 2124 </div> 2125 </a> 2126<h2>Revision History</h2> 2127 <div class="section"> 2128 <dl class="history"> 2129 <dt>2010/01/07</dt> 2130<dd>Initial version.<br /> 2131 </dd> 2132 </dl> 2133 </div> 2134 <hr><p>CONFIDENTIAL</p></body> 2135</html>