3 writes to X
System.Numerics (3)
System\Numerics\Vector4_Intrinsics.cs (3)
54X = x; 67X = value.X; 80X = value.X;
54 references to X
System.Numerics (54)
System\Numerics\Plane.cs (2)
54Normal = new Vector3(value.X, value.Y, value.Z); 230return plane.Normal.X * value.X +
System\Numerics\Vector4.cs (28)
49int hash = this.X.GetHashCode(); 100sb.Append(this.X.ToString(format, formatProvider)); 128float ls = X * X + Y * Y + Z * Z + W * W; 147return X * X + Y * Y + Z * Z + W * W; 170float dx = value1.X - value2.X; 197float dx = value1.X - value2.X; 221float ls = vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z + vector.W * vector.W; 225vector.X * invNorm, 245float x = value1.X; 246x = (x > max.X) ? max.X : x; 247x = (x < min.X) ? min.X : x; 275value1.X + (value2.X - value1.X) * amount, 323vector.X * matrix.M11 + vector.Y * matrix.M21 + vector.Z * matrix.M31 + vector.W * matrix.M41, 324vector.X * matrix.M12 + vector.Y * matrix.M22 + vector.Z * matrix.M32 + vector.W * matrix.M42, 325vector.X * matrix.M13 + vector.Y * matrix.M23 + vector.Z * matrix.M33 + vector.W * matrix.M43, 326vector.X * matrix.M14 + vector.Y * matrix.M24 + vector.Z * matrix.M34 + vector.W * matrix.M44); 413value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.Z * (xz2 + wy2), 414value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.Z * (yz2 - wx2), 415value.X * (xz2 - wy2) + value.Y * (yz2 + wx2) + value.Z * (1.0f - xx2 - yy2),
System\Numerics\Vector4_Intrinsics.cs (24)
121array[index] = X; 135return this.X == other.X 153return vector1.X * vector2.X + 170(value1.X < value2.X) ? value1.X : value2.X, 187(value1.X > value2.X) ? value1.X : value2.X, 202return new Vector4(Math.Abs(value.X), Math.Abs(value.Y), Math.Abs(value.Z), Math.Abs(value.W)); 214return new Vector4((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.Z), (Single)Math.Sqrt(value.W)); 229return new Vector4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); 242return new Vector4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); 255return new Vector4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); 294return new Vector4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W); 310value1.X * invDiv,