3 writes to W
System.Numerics (3)
System\Numerics\Vector4_Intrinsics.cs (3)
53W = w; 70W = w; 83W = w;
52 references to W
System.Numerics (52)
System\Numerics\Plane.cs (2)
55D = value.W; 233plane.D * value.W;
System\Numerics\Vector4.cs (26)
52hash = HashCodeHelper.CombineHashCodes(hash, this.W.GetHashCode()); 109sb.Append(this.W.ToString(format, formatProvider)); 128float ls = X * X + Y * Y + Z * Z + W * W; 147return X * X + Y * Y + Z * Z + W * W; 173float dw = value1.W - value2.W; 200float dw = value1.W - value2.W; 221float ls = vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z + vector.W * vector.W; 228vector.W * invNorm); 257float w = value1.W; 258w = (w > max.W) ? max.W : w; 259w = (w < min.W) ? min.W : w; 278value1.W + (value2.W - value1.W) * amount); 323vector.X * matrix.M11 + vector.Y * matrix.M21 + vector.Z * matrix.M31 + vector.W * matrix.M41, 324vector.X * matrix.M12 + vector.Y * matrix.M22 + vector.Z * matrix.M32 + vector.W * matrix.M42, 325vector.X * matrix.M13 + vector.Y * matrix.M23 + vector.Z * matrix.M33 + vector.W * matrix.M43, 326vector.X * matrix.M14 + vector.Y * matrix.M24 + vector.Z * matrix.M34 + vector.W * matrix.M44); 416value.W);
System\Numerics\Vector4_Intrinsics.cs (24)
124array[index + 3] = W; 138&& this.W == other.W; 156vector1.W * vector2.W; 173(value1.W < value2.W) ? value1.W : value2.W); 190(value1.W > value2.W) ? value1.W : value2.W); 202return new Vector4(Math.Abs(value.X), Math.Abs(value.Y), Math.Abs(value.Z), Math.Abs(value.W)); 214return new Vector4((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.Z), (Single)Math.Sqrt(value.W)); 229return new Vector4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); 242return new Vector4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); 255return new Vector4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); 294return new Vector4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W); 313value1.W * invDiv);