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