28 writes to Y
System.Numerics (28)
System\Numerics\Quaternion.cs (28)
57
this.
Y
= y;
70
Y
= vectorPart.Y;
109
ans.
Y
= value.Y * invNorm;
126
ans.
Y
= -value.Y;
150
ans.
Y
= -value.Y * invNorm;
172
ans.
Y
= axis.Y * s;
207
result.
Y
= sy * cp * cr - cy * sp * sr;
231
q.
Y
= (matrix.M31 - matrix.M13) * s;
241
q.
Y
= (matrix.M12 + matrix.M21) * invS;
250
q.
Y
= 0.5f * s;
259
q.
Y
= (matrix.M32 + matrix.M23) * invS;
328
ans.
Y
= s1 * quaternion1.Y + s2 * quaternion2.Y;
355
r.
Y
= t1 * quaternion1.Y + t * quaternion2.Y;
362
r.
Y
= t1 * quaternion1.Y - t * quaternion2.Y;
372
r.
Y
*= invNorm;
409
ans.
Y
= q1y * q2w + q2y * q1w + cy;
426
ans.
Y
= -value.Y;
444
ans.
Y
= value1.Y + value2.Y;
462
ans.
Y
= value1.Y - value2.Y;
497
ans.
Y
= q1y * q2w + q2y * q1w + cy;
515
ans.
Y
= value1.Y * value2;
559
ans.
Y
= q1y * q2w + q2y * q1w + cy;
576
ans.
Y
= -value.Y;
594
ans.
Y
= value1.Y + value2.Y;
612
ans.
Y
= value1.Y - value2.Y;
647
ans.
Y
= q1y * q2w + q2y * q1w + cy;
665
ans.
Y
= value1.Y * value2;
709
ans.
Y
= q1y * q2w + q2y * q1w + cy;
92 references to Y
System.Numerics (92)
System\Numerics\Matrix4x4.cs (9)
1123
float yy = quaternion.
Y
* quaternion.
Y
;
1126
float xy = quaternion.X * quaternion.
Y
;
1129
float wy = quaternion.
Y
* quaternion.W;
1130
float yz = quaternion.
Y
* quaternion.Z;
1695
float y2 = rotation.
Y
+ rotation.
Y
;
1704
float yy2 = rotation.
Y
* y2;
1705
float yz2 = rotation.
Y
* z2;
System\Numerics\Plane.cs (4)
187
float y2 = rotation.
Y
+ rotation.
Y
;
196
float yy2 = rotation.
Y
* y2;
197
float yz2 = rotation.
Y
* 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;
109
ans.Y = value.
Y
* invNorm;
126
ans.Y = -value.
Y
;
146
float ls = value.X * value.X + value.
Y
* value.
Y
+ value.Z * value.Z + value.W * value.W;
150
ans.Y = -value.
Y
* invNorm;
277
quaternion1.
Y
* quaternion2.
Y
+
295
float cosOmega = quaternion1.X * quaternion2.X + quaternion1.
Y
* quaternion2.
Y
+
328
ans.Y = s1 * quaternion1.
Y
+ s2 * quaternion2.
Y
;
349
float dot = quaternion1.X * quaternion2.X + quaternion1.
Y
* quaternion2.
Y
+
355
r.Y = t1 * quaternion1.
Y
+ t * quaternion2.
Y
;
362
r.Y = t1 * quaternion1.
Y
- t * quaternion2.
Y
;
368
float ls = r.X * r.X + r.
Y
* r.
Y
+ r.Z * r.Z + r.W * r.W;
392
float q1y = value2.
Y
;
397
float q2y = value1.
Y
;
426
ans.Y = -value.
Y
;
444
ans.Y = value1.
Y
+ value2.
Y
;
462
ans.Y = value1.
Y
- value2.
Y
;
480
float q1y = value1.
Y
;
485
float q2y = value2.
Y
;
515
ans.Y = value1.
Y
* value2;
533
float q1y = value1.
Y
;
539
float ls = value2.X * value2.X + value2.
Y
* value2.
Y
+
544
float q2y = -value2.
Y
* invNorm;
576
ans.Y = -value.
Y
;
594
ans.Y = value1.
Y
+ value2.
Y
;
612
ans.Y = value1.
Y
- value2.
Y
;
630
float q1y = value1.
Y
;
635
float q2y = value2.
Y
;
665
ans.Y = value1.
Y
* value2;
683
float q1y = value1.
Y
;
689
float ls = value2.X * value2.X + value2.
Y
* value2.
Y
+
694
float q2y = -value2.
Y
* invNorm;
725
value1.
Y
== value2.
Y
&&
739
value1.
Y
!= value2.
Y
||
752
Y
== other.
Y
&&
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 (3)
336
float y2 = rotation.
Y
+ rotation.
Y
;
342
float yy2 = rotation.
Y
* y2;
System\Numerics\Vector3.cs (4)
350
float y2 = rotation.
Y
+ rotation.
Y
;
359
float yy2 = rotation.
Y
* y2;
360
float yz2 = rotation.
Y
* z2;
System\Numerics\Vector4.cs (12)
339
float y2 = rotation.
Y
+ rotation.
Y
;
348
float yy2 = rotation.
Y
* y2;
349
float yz2 = rotation.
Y
* z2;
369
float y2 = rotation.
Y
+ rotation.
Y
;
378
float yy2 = rotation.
Y
* y2;
379
float yz2 = rotation.
Y
* z2;
399
float y2 = rotation.
Y
+ rotation.
Y
;
408
float yy2 = rotation.
Y
* y2;
409
float yz2 = rotation.
Y
* z2;