2 writes to X
System.Numerics (2)
System\Numerics\Matrix4x4.cs (1)
1529
scale.
X
= pVectorBasis[0]->Length();
System\Numerics\Vector3_Intrinsics.cs (1)
53
X
= x;
139 references to X
System.Numerics (139)
System\Numerics\Matrix4x4.cs (41)
125
M41 = value.
X
;
197
objectPosition.
X
- cameraPosition.
X
,
218
result.M11 = xaxis.
X
;
222
result.M21 = yaxis.
X
;
226
result.M31 = zaxis.
X
;
231
result.M41 = objectPosition.
X
;
255
objectPosition.
X
- cameraPosition.
X
,
300
result.M11 = xaxis.
X
;
304
result.M21 = yaxis.
X
;
308
result.M31 = zaxis.
X
;
313
result.M41 = objectPosition.
X
;
343
result.M41 = position.
X
;
426
float tx = centerPoint.
X
* (1 - xScale);
459
result.M11 = scales.
X
;
489
float tx = centerPoint.
X
* (1 - scales.
X
);
493
result.M11 = scales.
X
;
552
float tx = centerPoint.
X
* (1 - scale);
701
float x = centerPoint.
X
* (1 - c) - centerPoint.Z * s;
702
float z = centerPoint.Z * (1 - c) + centerPoint.
X
* s;
777
float x = centerPoint.
X
* (1 - c) + centerPoint.Y * s;
778
float y = centerPoint.Y * (1 - c) - centerPoint.
X
* s;
837
float x = axis.
X
, y = axis.Y, z = axis.Z;
1058
result.M11 = xaxis.
X
;
1059
result.M12 = yaxis.
X
;
1060
result.M13 = zaxis.
X
;
1093
result.M11 = xaxis.
X
;
1097
result.M21 = yaxis.
X
;
1101
result.M31 = zaxis.
X
;
1105
result.M41 = position.
X
;
1177
float dot = p.Normal.
X
* lightDirection.
X
+ p.Normal.Y * lightDirection.Y + p.Normal.Z * lightDirection.Z;
1178
float a = -p.Normal.
X
;
1185
result.M11 = a * lightDirection.
X
+ dot;
1186
result.M21 = b * lightDirection.
X
;
1187
result.M31 = c * lightDirection.
X
;
1188
result.M41 = d * lightDirection.
X
;
1217
float a = value.Normal.
X
;
1598
fAbsX = (float)Math.Abs(pVectorBasis[a]->
X
);
System\Numerics\Plane.cs (22)
84
float ax = point2.
X
- point1.
X
;
88
float bx = point3.
X
- point1.
X
;
108
-(normal.
X
* point1.
X
+ normal.Y * point1.Y + normal.Z * point1.Z));
136
float f = value.Normal.
X
* value.Normal.
X
+ value.Normal.Y * value.Normal.Y + value.Normal.Z * value.Normal.Z;
146
value.Normal.
X
* fInv,
166
float x = plane.Normal.
X
, y = plane.Normal.Y, z = plane.Normal.Z, w = plane.D;
212
float x = plane.Normal.
X
, y = plane.Normal.Y, z = plane.Normal.Z;
230
return plane.Normal.
X
* value.X +
251
return plane.Normal.
X
* value.
X
+
273
return plane.Normal.
X
* value.
X
+
288
return (value1.Normal.
X
== value2.Normal.
X
&&
303
return (value1.Normal.
X
!= value2.Normal.
X
||
323
return (Normal.
X
== other.Normal.
X
&&
System\Numerics\Quaternion.cs (2)
69
X = vectorPart.
X
;
171
ans.X = axis.
X
* s;
System\Numerics\Vector3.cs (38)
46
int hash = this.
X
.GetHashCode();
96
sb.Append(((IFormattable)this.
X
).ToString(format, formatProvider));
121
float ls =
X
*
X
+ Y * Y + Z * Z;
139
return
X
*
X
+ Y * Y + Z * Z;
162
float dx = value1.
X
- value2.
X
;
188
float dx = value1.
X
- value2.
X
;
211
float ls = value.
X
* value.
X
+ value.Y * value.Y + value.Z * value.Z;
213
return new Vector3(value.
X
/ length, value.Y / length, value.Z / length);
228
vector1.Z * vector2.
X
- vector1.
X
* vector2.Z,
229
vector1.
X
* vector2.Y - vector1.Y * vector2.
X
);
249
float dot = vector.
X
* normal.
X
+ vector.Y * normal.Y + vector.Z * normal.Z;
250
float tempX = normal.
X
* dot * 2f;
253
return new Vector3(vector.
X
- tempX, vector.Y - tempY, vector.Z - tempZ);
270
float x = value1.
X
;
271
x = (x > max.
X
) ? max.
X
: x;
272
x = (x < min.
X
) ? min.
X
: x;
304
value1.
X
+ (value2.
X
- value1.
X
) * amount,
320
position.
X
* matrix.M11 + position.Y * matrix.M21 + position.Z * matrix.M31 + matrix.M41,
321
position.
X
* matrix.M12 + position.Y * matrix.M22 + position.Z * matrix.M32 + matrix.M42,
322
position.
X
* matrix.M13 + position.Y * matrix.M23 + position.Z * matrix.M33 + matrix.M43);
335
normal.
X
* matrix.M11 + normal.Y * matrix.M21 + normal.Z * matrix.M31,
336
normal.
X
* matrix.M12 + normal.Y * matrix.M22 + normal.Z * matrix.M32,
337
normal.
X
* matrix.M13 + normal.Y * matrix.M23 + normal.Z * matrix.M33);
364
value.
X
* (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.Z * (xz2 + wy2),
365
value.
X
* (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.Z * (yz2 - wx2),
366
value.
X
* (xz2 - wy2) + value.Y * (yz2 + wx2) + value.Z * (1.0f - xx2 - yy2));
System\Numerics\Vector3_Intrinsics.cs (28)
93
array[index] =
X
;
106
return
X
== other.
X
&&
123
return vector1.
X
* vector2.
X
+
138
(value1.
X
< value2.
X
) ? value1.
X
: value2.
X
,
154
(value1.
X
> value2.
X
) ? value1.
X
: value2.
X
,
168
return new Vector3(Math.Abs(value.
X
), Math.Abs(value.Y), Math.Abs(value.Z));
180
return new Vector3((Single)Math.Sqrt(value.
X
), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.Z));
195
return new Vector3(left.
X
+ right.
X
, left.Y + right.Y, left.Z + right.Z);
208
return new Vector3(left.
X
- right.
X
, left.Y - right.Y, left.Z - right.Z);
221
return new Vector3(left.
X
* right.
X
, left.Y * right.Y, left.Z * right.Z);
260
return new Vector3(left.
X
/ right.
X
, left.Y / right.Y, left.Z / right.Z);
276
value1.
X
* invDiv,
302
return (left.
X
== right.
X
&&
316
return (left.
X
!= right.
X
||
System\Numerics\Vector4.cs (7)
307
position.
X
* matrix.M11 + position.Y * matrix.M21 + position.Z * matrix.M31 + matrix.M41,
308
position.
X
* matrix.M12 + position.Y * matrix.M22 + position.Z * matrix.M32 + matrix.M42,
309
position.
X
* matrix.M13 + position.Y * matrix.M23 + position.Z * matrix.M33 + matrix.M43,
310
position.
X
* matrix.M14 + position.Y * matrix.M24 + position.Z * matrix.M34 + matrix.M44);
383
value.
X
* (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.Z * (xz2 + wy2),
384
value.
X
* (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.Z * (yz2 - wx2),
385
value.
X
* (xz2 - wy2) + value.Y * (yz2 + wx2) + value.Z * (1.0f - xx2 - yy2),
System\Numerics\Vector4_Intrinsics.cs (1)
80
X = value.
X
;