28 writes to Z
System.Numerics (28)
System\Numerics\Quaternion.cs (28)
58
this.
Z
= z;
71
Z
= vectorPart.Z;
110
ans.
Z
= value.Z * invNorm;
127
ans.
Z
= -value.Z;
151
ans.
Z
= -value.Z * invNorm;
173
ans.
Z
= axis.Z * s;
208
result.
Z
= cy * cp * sr - sy * sp * cr;
232
q.
Z
= (matrix.M12 - matrix.M21) * s;
242
q.
Z
= (matrix.M13 + matrix.M31) * invS;
251
q.
Z
= (matrix.M32 + matrix.M23) * invS;
260
q.
Z
= 0.5f * s;
329
ans.
Z
= s1 * quaternion1.Z + s2 * quaternion2.Z;
356
r.
Z
= t1 * quaternion1.Z + t * quaternion2.Z;
363
r.
Z
= t1 * quaternion1.Z - t * quaternion2.Z;
373
r.
Z
*= invNorm;
410
ans.
Z
= q1z * q2w + q2z * q1w + cz;
427
ans.
Z
= -value.Z;
445
ans.
Z
= value1.Z + value2.Z;
463
ans.
Z
= value1.Z - value2.Z;
498
ans.
Z
= q1z * q2w + q2z * q1w + cz;
516
ans.
Z
= value1.Z * value2;
560
ans.
Z
= q1z * q2w + q2z * q1w + cz;
577
ans.
Z
= -value.Z;
595
ans.
Z
= value1.Z + value2.Z;
613
ans.
Z
= value1.Z - value2.Z;
648
ans.
Z
= q1z * q2w + q2z * q1w + cz;
666
ans.
Z
= value1.Z * value2;
710
ans.
Z
= q1z * q2w + q2z * q1w + cz;
86 references to Z
System.Numerics (86)
System\Numerics\Matrix4x4.cs (8)
1124
float zz = quaternion.
Z
* quaternion.
Z
;
1127
float wz = quaternion.
Z
* quaternion.W;
1128
float xz = quaternion.
Z
* quaternion.X;
1130
float yz = quaternion.Y * quaternion.
Z
;
1696
float z2 = rotation.
Z
+ rotation.
Z
;
1706
float zz2 = rotation.
Z
* z2;
System\Numerics\Plane.cs (3)
188
float z2 = rotation.
Z
+ rotation.
Z
;
198
float zz2 = rotation.
Z
* 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;
110
ans.Z = value.
Z
* invNorm;
127
ans.Z = -value.
Z
;
146
float ls = value.X * value.X + value.Y * value.Y + value.
Z
* value.
Z
+ value.W * value.W;
151
ans.Z = -value.
Z
* invNorm;
278
quaternion1.
Z
* quaternion2.
Z
+
296
quaternion1.
Z
* quaternion2.
Z
+ quaternion1.W * quaternion2.W;
329
ans.Z = s1 * quaternion1.
Z
+ s2 * quaternion2.
Z
;
350
quaternion1.
Z
* quaternion2.
Z
+ quaternion1.W * quaternion2.W;
356
r.Z = t1 * quaternion1.
Z
+ t * quaternion2.
Z
;
363
r.Z = t1 * quaternion1.
Z
- t * quaternion2.
Z
;
368
float ls = r.X * r.X + r.Y * r.Y + r.
Z
* r.
Z
+ r.W * r.W;
393
float q1z = value2.
Z
;
398
float q2z = value1.
Z
;
427
ans.Z = -value.
Z
;
445
ans.Z = value1.
Z
+ value2.
Z
;
463
ans.Z = value1.
Z
- value2.
Z
;
481
float q1z = value1.
Z
;
486
float q2z = value2.
Z
;
516
ans.Z = value1.
Z
* value2;
534
float q1z = value1.
Z
;
540
value2.
Z
* value2.
Z
+ value2.W * value2.W;
545
float q2z = -value2.
Z
* invNorm;
577
ans.Z = -value.
Z
;
595
ans.Z = value1.
Z
+ value2.
Z
;
613
ans.Z = value1.
Z
- value2.
Z
;
631
float q1z = value1.
Z
;
636
float q2z = value2.
Z
;
666
ans.Z = value1.
Z
* value2;
684
float q1z = value1.
Z
;
690
value2.
Z
* value2.
Z
+ value2.W * value2.W;
695
float q2z = -value2.
Z
* invNorm;
726
value1.
Z
== value2.
Z
&&
740
value1.
Z
!= value2.
Z
||
753
Z
== other.
Z
&&
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)
337
float z2 = rotation.
Z
+ rotation.
Z
;
343
float zz2 = rotation.
Z
* z2;
System\Numerics\Vector3.cs (3)
351
float z2 = rotation.
Z
+ rotation.
Z
;
361
float zz2 = rotation.
Z
* z2;
System\Numerics\Vector4.cs (9)
340
float z2 = rotation.
Z
+ rotation.
Z
;
350
float zz2 = rotation.
Z
* z2;
370
float z2 = rotation.
Z
+ rotation.
Z
;
380
float zz2 = rotation.
Z
* z2;
400
float z2 = rotation.
Z
+ rotation.
Z
;
410
float zz2 = rotation.
Z
* z2;