1 write to X
System.Numerics (1)
System\Numerics\Vector2_Intrinsics.cs (1)
40X = x;
79 references to X
System.Numerics (79)
System\Numerics\Matrix3x2.cs (11)
81M31 = value.X; 115result.M31 = position.X; 173float tx = centerPoint.X * (1 - xScale); 195result.M11 = scales.X; 215float tx = centerPoint.X * (1 - scales.X); 218result.M11 = scales.X; 257float tx = centerPoint.X * (1 - scale); 308float ty = -centerPoint.X * yTan; 426float x = centerPoint.X * (1 - c) + centerPoint.Y * s; 427float y = centerPoint.Y * (1 - c) - centerPoint.X * s;
System\Numerics\Vector2.cs (35)
41int hash = this.X.GetHashCode(); 90sb.Append(this.X.ToString(format, formatProvider)); 112float ls = X * X + Y * Y; 130return X * X + Y * Y; 153float dx = value1.X - value2.X; 178float dx = value1.X - value2.X; 200float ls = value.X * value.X + value.Y * value.Y; 204value.X * invNorm, 225float dot = vector.X * normal.X + vector.Y * normal.Y; 228vector.X - 2.0f * dot * normal.X, 244float x = value1.X; 245x = (x > max.X) ? max.X : x; 246x = (x < min.X) ? min.X : x; 266value1.X + (value2.X - value1.X) * amount, 280position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M31, 281position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M32); 294position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M41, 295position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M42); 308normal.X * matrix.M11 + normal.Y * matrix.M21, 309normal.X * matrix.M12 + normal.Y * matrix.M22); 322normal.X * matrix.M11 + normal.Y * matrix.M21, 323normal.X * matrix.M12 + normal.Y * matrix.M22); 346value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2), 347value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2));
System\Numerics\Vector2_Intrinsics.cs (24)
79array[index] = X; 91return this.X == other.X && this.Y == other.Y; 106return value1.X * value2.X + 121(value1.X < value2.X) ? value1.X : value2.X, 136(value1.X > value2.X) ? value1.X : value2.X, 149return new Vector2(Math.Abs(value.X), Math.Abs(value.Y)); 161return new Vector2((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y)); 176return new Vector2(left.X + right.X, left.Y + right.Y); 189return new Vector2(left.X - right.X, left.Y - right.Y); 202return new Vector2(left.X * right.X, left.Y * right.Y); 241return new Vector2(left.X / right.X, left.Y / right.Y); 256value1.X * invDiv,
System\Numerics\Vector3_Intrinsics.cs (1)
42public Vector3(Vector2 value, float z) : this(value.X, value.Y, z) { }
System\Numerics\Vector4.cs (7)
291position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M41, 292position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M42, 293position.X * matrix.M13 + position.Y * matrix.M23 + matrix.M43, 294position.X * matrix.M14 + position.Y * matrix.M24 + matrix.M44); 353value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2), 354value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2), 355value.X * (xz2 - wy2) + value.Y * (yz2 + wx2),
System\Numerics\Vector4_Intrinsics.cs (1)
67X = value.X;