3 writes to Normal
System.Numerics (3)
System\Numerics\Plane.cs (3)
32Normal = new Vector3(x, y, z); 43this.Normal = normal; 54Normal = new Vector3(value.X, value.Y, value.Z);
59 references to Normal
System.Numerics (59)
System\Numerics\Matrix4x4.cs (9)
1177float dot = p.Normal.X * lightDirection.X + p.Normal.Y * lightDirection.Y + p.Normal.Z * lightDirection.Z; 1178float a = -p.Normal.X; 1179float b = -p.Normal.Y; 1180float c = -p.Normal.Z; 1217float a = value.Normal.X; 1218float b = value.Normal.Y; 1219float c = value.Normal.Z;
System\Numerics\Plane.cs (50)
123float normalLengthSquared = value.Normal.LengthSquared(); 131value.Normal / normalLength, 136float f = value.Normal.X * value.Normal.X + value.Normal.Y * value.Normal.Y + value.Normal.Z * value.Normal.Z; 146value.Normal.X * fInv, 147value.Normal.Y * fInv, 148value.Normal.Z * fInv, 166float x = plane.Normal.X, y = plane.Normal.Y, z = plane.Normal.Z, w = plane.D; 212float x = plane.Normal.X, y = plane.Normal.Y, z = plane.Normal.Z; 230return plane.Normal.X * value.X + 231plane.Normal.Y * value.Y + 232plane.Normal.Z * value.Z + 247return Vector3.Dot(plane.Normal, value) + plane.D; 251return plane.Normal.X * value.X + 252plane.Normal.Y * value.Y + 253plane.Normal.Z * value.Z + 269return Vector3.Dot(plane.Normal, value); 273return plane.Normal.X * value.X + 274plane.Normal.Y * value.Y + 275plane.Normal.Z * value.Z; 288return (value1.Normal.X == value2.Normal.X && 289value1.Normal.Y == value2.Normal.Y && 290value1.Normal.Z == value2.Normal.Z && 303return (value1.Normal.X != value2.Normal.X || 304value1.Normal.Y != value2.Normal.Y || 305value1.Normal.Z != value2.Normal.Z || 319return this.Normal.Equals(other.Normal) && this.D == other.D; 323return (Normal.X == other.Normal.X && 324Normal.Y == other.Normal.Y && 325Normal.Z == other.Normal.Z && 354return String.Format(ci, "{{Normal:{0} D:{1}}}", Normal.ToString(), D.ToString(ci)); 363return Normal.GetHashCode() + D.GetHashCode();