28 writes to W
System.Numerics (28)
System\Numerics\Quaternion.cs (28)
59this.W = w; 72W = scalarPart; 111ans.W = value.W * invNorm; 128ans.W = value.W; 152ans.W = value.W * invNorm; 174ans.W = c; 209result.W = cy * cp * cr + sy * sp * sr; 228q.W = s * 0.5f; 243q.W = (matrix.M23 - matrix.M32) * invS; 252q.W = (matrix.M31 - matrix.M13) * invS; 261q.W = (matrix.M12 - matrix.M21) * invS; 330ans.W = s1 * quaternion1.W + s2 * quaternion2.W; 357r.W = t1 * quaternion1.W + t * quaternion2.W; 364r.W = t1 * quaternion1.W - t * quaternion2.W; 374r.W *= invNorm; 411ans.W = q1w * q2w - dot; 428ans.W = -value.W; 446ans.W = value1.W + value2.W; 464ans.W = value1.W - value2.W; 499ans.W = q1w * q2w - dot; 517ans.W = value1.W * value2; 561ans.W = q1w * q2w - dot; 578ans.W = -value.W; 596ans.W = value1.W + value2.W; 614ans.W = value1.W - value2.W; 649ans.W = q1w * q2w - dot; 667ans.W = value1.W * value2; 711ans.W = q1w * q2w - dot;
82 references to W
System.Numerics (82)
System\Numerics\Matrix4x4.cs (6)
1127float wz = quaternion.Z * quaternion.W; 1129float wy = quaternion.Y * quaternion.W; 1131float wx = quaternion.X * quaternion.W; 1698float wx2 = rotation.W * x2; 1699float wy2 = rotation.W * y2; 1700float wz2 = rotation.W * z2;
System\Numerics\Plane.cs (3)
190float wx2 = rotation.W * x2; 191float wy2 = rotation.W * y2; 192float wz2 = rotation.W * 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; 111ans.W = value.W * invNorm; 128ans.W = value.W; 146float ls = value.X * value.X + value.Y * value.Y + value.Z * value.Z + value.W * value.W; 152ans.W = value.W * invNorm; 279quaternion1.W * quaternion2.W; 296quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W; 330ans.W = s1 * quaternion1.W + s2 * quaternion2.W; 350quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W; 357r.W = t1 * quaternion1.W + t * quaternion2.W; 364r.W = t1 * quaternion1.W - t * quaternion2.W; 368float ls = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; 394float q1w = value2.W; 399float q2w = value1.W; 428ans.W = -value.W; 446ans.W = value1.W + value2.W; 464ans.W = value1.W - value2.W; 482float q1w = value1.W; 487float q2w = value2.W; 517ans.W = value1.W * value2; 535float q1w = value1.W; 540value2.Z * value2.Z + value2.W * value2.W; 546float q2w = value2.W * invNorm; 578ans.W = -value.W; 596ans.W = value1.W + value2.W; 614ans.W = value1.W - value2.W; 632float q1w = value1.W; 637float q2w = value2.W; 667ans.W = value1.W * value2; 685float q1w = value1.W; 690value2.Z * value2.Z + value2.W * value2.W; 696float q2w = value2.W * invNorm; 727value1.W == value2.W); 741value1.W != value2.W); 754W == other.W); 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 (1)
339float wz2 = rotation.W * z2;
System\Numerics\Vector3.cs (3)
353float wx2 = rotation.W * x2; 354float wy2 = rotation.W * y2; 355float wz2 = rotation.W * z2;
System\Numerics\Vector4.cs (9)
342float wx2 = rotation.W * x2; 343float wy2 = rotation.W * y2; 344float wz2 = rotation.W * z2; 372float wx2 = rotation.W * x2; 373float wy2 = rotation.W * y2; 374float wz2 = rotation.W * z2; 402float wx2 = rotation.W * x2; 403float wy2 = rotation.W * y2; 404float wz2 = rotation.W * z2;