3 writes to Y
System.Numerics (3)
System\Numerics\Vector4_Intrinsics.cs (3)
55
Y
= y;
68
Y
= value.Y;
81
Y
= value.Y;
54 references to Y
System.Numerics (54)
System\Numerics\Plane.cs (2)
54
Normal = new Vector3(value.X, value.
Y
, value.Z);
231
plane.Normal.Y * value.
Y
+
System\Numerics\Vector4.cs (28)
50
hash = HashCodeHelper.CombineHashCodes(hash, this.
Y
.GetHashCode());
103
sb.Append(this.
Y
.ToString(format, formatProvider));
128
float ls = X * X +
Y
*
Y
+ Z * Z + W * W;
147
return X * X +
Y
*
Y
+ Z * Z + W * W;
171
float dy = value1.
Y
- value2.
Y
;
198
float dy = value1.
Y
- value2.
Y
;
221
float ls = vector.X * vector.X + vector.
Y
* vector.
Y
+ vector.Z * vector.Z + vector.W * vector.W;
226
vector.
Y
* invNorm,
249
float y = value1.
Y
;
250
y = (y > max.
Y
) ? max.
Y
: y;
251
y = (y < min.
Y
) ? min.
Y
: y;
276
value1.
Y
+ (value2.
Y
- value1.
Y
) * 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);
413
value.X * (1.0f - yy2 - zz2) + value.
Y
* (xy2 - wz2) + value.Z * (xz2 + wy2),
414
value.X * (xy2 + wz2) + value.
Y
* (1.0f - xx2 - zz2) + value.Z * (yz2 - wx2),
415
value.X * (xz2 - wy2) + value.
Y
* (yz2 + wx2) + value.Z * (1.0f - xx2 - yy2),
System\Numerics\Vector4_Intrinsics.cs (24)
122
array[index + 1] =
Y
;
136
&& this.
Y
== other.
Y
154
vector1.
Y
* vector2.
Y
+
171
(value1.
Y
< value2.
Y
) ? value1.
Y
: value2.
Y
,
188
(value1.
Y
> value2.
Y
) ? value1.
Y
: value2.
Y
,
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);
311
value1.
Y
* invDiv,