3 writes to Z
System.Numerics (3)
System\Numerics\Vector4_Intrinsics.cs (3)
56
Z
= z;
69
Z
= z;
82
Z
= value.Z;
54 references to Z
System.Numerics (54)
System\Numerics\Plane.cs (2)
54
Normal = new Vector3(value.X, value.Y, value.
Z
);
232
plane.Normal.Z * value.
Z
+
System\Numerics\Vector4.cs (28)
51
hash = HashCodeHelper.CombineHashCodes(hash, this.
Z
.GetHashCode());
106
sb.Append(this.
Z
.ToString(format, formatProvider));
128
float ls = X * X + Y * Y +
Z
*
Z
+ W * W;
147
return X * X + Y * Y +
Z
*
Z
+ W * W;
172
float dz = value1.
Z
- value2.
Z
;
199
float dz = value1.
Z
- value2.
Z
;
221
float ls = vector.X * vector.X + vector.Y * vector.Y + vector.
Z
* vector.
Z
+ vector.W * vector.W;
227
vector.
Z
* invNorm,
253
float z = value1.
Z
;
254
z = (z > max.
Z
) ? max.
Z
: z;
255
z = (z < min.
Z
) ? min.
Z
: z;
277
value1.
Z
+ (value2.
Z
- value1.
Z
) * 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)
123
array[index + 2] =
Z
;
137
&& this.
Z
== other.
Z
155
vector1.
Z
* vector2.
Z
+
172
(value1.
Z
< value2.
Z
) ? value1.
Z
: value2.
Z
,
189
(value1.
Z
> value2.
Z
) ? value1.
Z
: value2.
Z
,
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);
312
value1.
Z
* invDiv,