1 write to Y
System.Numerics (1)
System\Numerics\Vector2_Intrinsics.cs (1)
41Y = y;
79 references to Y
System.Numerics (79)
System\Numerics\Matrix3x2.cs (11)
82M32 = value.Y; 116result.M32 = position.Y; 174float ty = centerPoint.Y * (1 - yScale); 198result.M22 = scales.Y; 216float ty = centerPoint.Y * (1 - scales.Y); 221result.M22 = scales.Y; 258float ty = centerPoint.Y * (1 - scale); 307float tx = -centerPoint.Y * xTan; 426float x = centerPoint.X * (1 - c) + centerPoint.Y * s; 427float y = centerPoint.Y * (1 - c) - centerPoint.X * s;
System\Numerics\Vector2.cs (35)
42hash = HashCodeHelper.CombineHashCodes(hash, this.Y.GetHashCode()); 93sb.Append(this.Y.ToString(format, formatProvider)); 112float ls = X * X + Y * Y; 130return X * X + Y * Y; 154float dy = value1.Y - value2.Y; 179float dy = value1.Y - value2.Y; 200float ls = value.X * value.X + value.Y * value.Y; 205value.Y * invNorm); 225float dot = vector.X * normal.X + vector.Y * normal.Y; 229vector.Y - 2.0f * dot * normal.Y); 248float y = value1.Y; 249y = (y > max.Y) ? max.Y : y; 250y = (y < min.Y) ? min.Y : y; 267value1.Y + (value2.Y - value1.Y) * amount); 280position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M31, 281position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M32); 294position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M41, 295position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M42); 308normal.X * matrix.M11 + normal.Y * matrix.M21, 309normal.X * matrix.M12 + normal.Y * matrix.M22); 322normal.X * matrix.M11 + normal.Y * matrix.M21, 323normal.X * matrix.M12 + normal.Y * matrix.M22); 346value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2), 347value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2));
System\Numerics\Vector2_Intrinsics.cs (24)
80array[index + 1] = Y; 91return this.X == other.X && this.Y == other.Y; 107value1.Y * value2.Y; 122(value1.Y < value2.Y) ? value1.Y : value2.Y); 137(value1.Y > value2.Y) ? value1.Y : value2.Y); 149return new Vector2(Math.Abs(value.X), Math.Abs(value.Y)); 161return new Vector2((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y)); 176return new Vector2(left.X + right.X, left.Y + right.Y); 189return new Vector2(left.X - right.X, left.Y - right.Y); 202return new Vector2(left.X * right.X, left.Y * right.Y); 241return new Vector2(left.X / right.X, left.Y / right.Y); 257value1.Y * invDiv);
System\Numerics\Vector3_Intrinsics.cs (1)
42public Vector3(Vector2 value, float z) : this(value.X, value.Y, z) { }
System\Numerics\Vector4.cs (7)
291position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M41, 292position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M42, 293position.X * matrix.M13 + position.Y * matrix.M23 + matrix.M43, 294position.X * matrix.M14 + position.Y * matrix.M24 + matrix.M44); 353value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2), 354value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2), 355value.X * (xz2 - wy2) + value.Y * (yz2 + wx2),
System\Numerics\Vector4_Intrinsics.cs (1)
68Y = value.Y;