6 writes to _x
PresentationCore (6)
Core\CSharp\System\Windows\Media3D\Generated\Vector3D.cs (1)
216
_x
= value;
Core\CSharp\System\Windows\Media3D\Point3D.cs (1)
160
result.
_x
= p1._x - p2._x;
Core\CSharp\System\Windows\Media3D\Vector3D.cs (4)
46
_x
= x;
106
_x
/= m;
202
_x
= -_x;
450
result.
_x
= vector1._y * vector2._z - vector1._z * vector2._y;
41 references to _x
PresentationCore (41)
Core\CSharp\System\Windows\Media3D\Generated\Vector3D.cs (2)
211
return
_x
;
357
_x
,
Core\CSharp\System\Windows\Media3D\Point3D.cs (4)
83
return new Point3D(point._x + vector.
_x
,
96
return new Point3D(point._x + vector.
_x
,
109
return new Point3D(point._x - vector.
_x
,
122
return new Point3D(point._x - vector.
_x
,
Core\CSharp\System\Windows\Media3D\Rect3D.cs (2)
533
Offset(offsetVector.
_x
, offsetVector._y, offsetVector._z);
564
rect.Offset(offsetVector.
_x
, offsetVector._y, offsetVector._z);
Core\CSharp\System\Windows\Media3D\Vector3D.cs (33)
69
return Math.Sqrt(
_x
*
_x
+ _y * _y + _z * _z);
80
return
_x
*
_x
+ _y * _y + _z * _z;
94
double m = Math.Abs(
_x
);
110
double length = Math.Sqrt(
_x
*
_x
+ _y * _y + _z * _z);
194
return new Vector3D(-vector.
_x
, -vector._y, -vector._z);
202
_x = -
_x
;
215
return new Vector3D(vector1.
_x
+ vector2.
_x
,
228
return new Vector3D(vector1.
_x
+ vector2.
_x
,
241
return new Vector3D(vector1.
_x
- vector2.
_x
,
254
return new Vector3D(vector1.
_x
- vector2.
_x
,
267
return new Point3D(vector.
_x
+ point._x,
280
return new Point3D(vector.
_x
+ point._x,
293
return new Point3D(vector.
_x
- point._x,
306
return new Point3D(vector.
_x
- point._x,
319
return new Vector3D(vector.
_x
* scalar,
332
return new Vector3D(vector.
_x
* scalar,
345
return new Vector3D(vector.
_x
* scalar,
358
return new Vector3D(vector.
_x
* scalar,
425
return vector1.
_x
* vector2.
_x
+
451
result._y = vector1._z * vector2.
_x
- vector1.
_x
* vector2._z;
452
result._z = vector1.
_x
* vector2._y - vector1._y * vector2.
_x
;
462
return new Point3D(vector.
_x
, vector._y, vector._z);
473
return new Size3D(Math.Abs(vector.
_x
), Math.Abs(vector._y), Math.Abs(vector._z));