28 writes to Z
System.Numerics (28)
System\Numerics\Quaternion.cs (28)
58this.Z = z; 71Z = vectorPart.Z; 110ans.Z = value.Z * invNorm; 127ans.Z = -value.Z; 151ans.Z = -value.Z * invNorm; 173ans.Z = axis.Z * s; 208result.Z = cy * cp * sr - sy * sp * cr; 232q.Z = (matrix.M12 - matrix.M21) * s; 242q.Z = (matrix.M13 + matrix.M31) * invS; 251q.Z = (matrix.M32 + matrix.M23) * invS; 260q.Z = 0.5f * s; 329ans.Z = s1 * quaternion1.Z + s2 * quaternion2.Z; 356r.Z = t1 * quaternion1.Z + t * quaternion2.Z; 363r.Z = t1 * quaternion1.Z - t * quaternion2.Z; 373r.Z *= invNorm; 410ans.Z = q1z * q2w + q2z * q1w + cz; 427ans.Z = -value.Z; 445ans.Z = value1.Z + value2.Z; 463ans.Z = value1.Z - value2.Z; 498ans.Z = q1z * q2w + q2z * q1w + cz; 516ans.Z = value1.Z * value2; 560ans.Z = q1z * q2w + q2z * q1w + cz; 577ans.Z = -value.Z; 595ans.Z = value1.Z + value2.Z; 613ans.Z = value1.Z - value2.Z; 648ans.Z = q1z * q2w + q2z * q1w + cz; 666ans.Z = value1.Z * value2; 710ans.Z = q1z * q2w + q2z * q1w + cz;
86 references to Z
System.Numerics (86)
System\Numerics\Matrix4x4.cs (8)
1124float zz = quaternion.Z * quaternion.Z; 1127float wz = quaternion.Z * quaternion.W; 1128float xz = quaternion.Z * quaternion.X; 1130float yz = quaternion.Y * quaternion.Z; 1696float z2 = rotation.Z + rotation.Z; 1706float zz2 = rotation.Z * z2;
System\Numerics\Plane.cs (3)
188float z2 = rotation.Z + rotation.Z; 198float zz2 = rotation.Z * z2;
System\Numerics\Quaternion.cs (60)
44get { return X == 0f && Y == 0f && Z == 0f && W == 1f; } 81float ls = X * X + Y * Y + Z * Z + W * W; 92return X * X + Y * Y + Z * Z + W * W; 104float ls = value.X * value.X + value.Y * value.Y + value.Z * value.Z + value.W * value.W; 110ans.Z = value.Z * invNorm; 127ans.Z = -value.Z; 146float ls = value.X * value.X + value.Y * value.Y + value.Z * value.Z + value.W * value.W; 151ans.Z = -value.Z * invNorm; 278quaternion1.Z * quaternion2.Z + 296quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W; 329ans.Z = s1 * quaternion1.Z + s2 * quaternion2.Z; 350quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W; 356r.Z = t1 * quaternion1.Z + t * quaternion2.Z; 363r.Z = t1 * quaternion1.Z - t * quaternion2.Z; 368float ls = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; 393float q1z = value2.Z; 398float q2z = value1.Z; 427ans.Z = -value.Z; 445ans.Z = value1.Z + value2.Z; 463ans.Z = value1.Z - value2.Z; 481float q1z = value1.Z; 486float q2z = value2.Z; 516ans.Z = value1.Z * value2; 534float q1z = value1.Z; 540value2.Z * value2.Z + value2.W * value2.W; 545float q2z = -value2.Z * invNorm; 577ans.Z = -value.Z; 595ans.Z = value1.Z + value2.Z; 613ans.Z = value1.Z - value2.Z; 631float q1z = value1.Z; 636float q2z = value2.Z; 666ans.Z = value1.Z * value2; 684float q1z = value1.Z; 690value2.Z * value2.Z + value2.W * value2.W; 695float q2z = -value2.Z * invNorm; 726value1.Z == value2.Z && 740value1.Z != value2.Z || 753Z == other.Z && 780return String.Format(ci, "{{X:{0} Y:{1} Z:{2} W:{3}}}", X.ToString(ci), Y.ToString(ci), Z.ToString(ci), W.ToString(ci)); 789return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode();
System\Numerics\Vector2.cs (3)
337float z2 = rotation.Z + rotation.Z; 343float zz2 = rotation.Z * z2;
System\Numerics\Vector3.cs (3)
351float z2 = rotation.Z + rotation.Z; 361float zz2 = rotation.Z * z2;
System\Numerics\Vector4.cs (9)
340float z2 = rotation.Z + rotation.Z; 350float zz2 = rotation.Z * z2; 370float z2 = rotation.Z + rotation.Z; 380float zz2 = rotation.Z * z2; 400float z2 = rotation.Z + rotation.Z; 410float zz2 = rotation.Z * z2;