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