28 writes to X
System.Numerics (28)
System\Numerics\Quaternion.cs (28)
56this.X = x; 69X = vectorPart.X; 108ans.X = value.X * invNorm; 125ans.X = -value.X; 149ans.X = -value.X * invNorm; 171ans.X = axis.X * s; 206result.X = cy * sp * cr + sy * cp * sr; 230q.X = (matrix.M23 - matrix.M32) * s; 240q.X = 0.5f * s; 249q.X = (matrix.M21 + matrix.M12) * invS; 258q.X = (matrix.M31 + matrix.M13) * invS; 327ans.X = s1 * quaternion1.X + s2 * quaternion2.X; 354r.X = t1 * quaternion1.X + t * quaternion2.X; 361r.X = t1 * quaternion1.X - t * quaternion2.X; 371r.X *= invNorm; 408ans.X = q1x * q2w + q2x * q1w + cx; 425ans.X = -value.X; 443ans.X = value1.X + value2.X; 461ans.X = value1.X - value2.X; 496ans.X = q1x * q2w + q2x * q1w + cx; 514ans.X = value1.X * value2; 558ans.X = q1x * q2w + q2x * q1w + cx; 575ans.X = -value.X; 593ans.X = value1.X + value2.X; 611ans.X = value1.X - value2.X; 646ans.X = q1x * q2w + q2x * q1w + cx; 664ans.X = value1.X * value2; 708ans.X = q1x * q2w + q2x * q1w + cx;
99 references to X
System.Numerics (99)
System\Numerics\Matrix4x4.cs (10)
1122float xx = quaternion.X * quaternion.X; 1126float xy = quaternion.X * quaternion.Y; 1128float xz = quaternion.Z * quaternion.X; 1131float wx = quaternion.X * quaternion.W; 1694float x2 = rotation.X + rotation.X; 1701float xx2 = rotation.X * x2; 1702float xy2 = rotation.X * y2; 1703float xz2 = rotation.X * z2;
System\Numerics\Plane.cs (5)
186float x2 = rotation.X + rotation.X; 193float xx2 = rotation.X * x2; 194float xy2 = rotation.X * y2; 195float xz2 = rotation.X * z2;
System\Numerics\Quaternion.cs (60)
44get { return X == 0f && Y == 0f && Z == 0f && W == 1f; } 81float ls = X * X + Y * Y + Z * Z + W * W; 92return X * X + Y * Y + Z * Z + W * W; 104float ls = value.X * value.X + value.Y * value.Y + value.Z * value.Z + value.W * value.W; 108ans.X = value.X * invNorm; 125ans.X = -value.X; 146float ls = value.X * value.X + value.Y * value.Y + value.Z * value.Z + value.W * value.W; 149ans.X = -value.X * invNorm; 276return quaternion1.X * quaternion2.X + 295float cosOmega = quaternion1.X * quaternion2.X + quaternion1.Y * quaternion2.Y + 327ans.X = s1 * quaternion1.X + s2 * quaternion2.X; 349float dot = quaternion1.X * quaternion2.X + quaternion1.Y * quaternion2.Y + 354r.X = t1 * quaternion1.X + t * quaternion2.X; 361r.X = t1 * quaternion1.X - t * quaternion2.X; 368float ls = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; 391float q1x = value2.X; 396float q2x = value1.X; 425ans.X = -value.X; 443ans.X = value1.X + value2.X; 461ans.X = value1.X - value2.X; 479float q1x = value1.X; 484float q2x = value2.X; 514ans.X = value1.X * value2; 532float q1x = value1.X; 539float ls = value2.X * value2.X + value2.Y * value2.Y + 543float q2x = -value2.X * invNorm; 575ans.X = -value.X; 593ans.X = value1.X + value2.X; 611ans.X = value1.X - value2.X; 629float q1x = value1.X; 634float q2x = value2.X; 664ans.X = value1.X * value2; 682float q1x = value1.X; 689float ls = value2.X * value2.X + value2.Y * value2.Y + 693float q2x = -value2.X * invNorm; 724return (value1.X == value2.X && 738return (value1.X != value2.X || 751return (X == other.X && 780return String.Format(ci, "{{X:{0} Y:{1} Z:{2} W:{3}}}", X.ToString(ci), Y.ToString(ci), Z.ToString(ci), W.ToString(ci)); 789return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode();
System\Numerics\Vector2.cs (4)
335float x2 = rotation.X + rotation.X; 340float xx2 = rotation.X * x2; 341float xy2 = rotation.X * y2;
System\Numerics\Vector3.cs (5)
349float x2 = rotation.X + rotation.X; 356float xx2 = rotation.X * x2; 357float xy2 = rotation.X * y2; 358float xz2 = rotation.X * z2;
System\Numerics\Vector4.cs (15)
338float x2 = rotation.X + rotation.X; 345float xx2 = rotation.X * x2; 346float xy2 = rotation.X * y2; 347float xz2 = rotation.X * z2; 368float x2 = rotation.X + rotation.X; 375float xx2 = rotation.X * x2; 376float xy2 = rotation.X * y2; 377float xz2 = rotation.X * z2; 398float x2 = rotation.X + rotation.X; 405float xx2 = rotation.X * x2; 406float xy2 = rotation.X * y2; 407float xz2 = rotation.X * z2;