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