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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>