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