2 writes to Z
System.Numerics (2)
System\Numerics\Matrix4x4.cs (1)
1531scale.Z = pVectorBasis[2]->Length();
System\Numerics\Vector3_Intrinsics.cs (1)
55Z = z;
140 references to Z
System.Numerics (140)
System\Numerics\Matrix4x4.cs (42)
127M43 = value.Z; 199objectPosition.Z - cameraPosition.Z); 220result.M13 = xaxis.Z; 224result.M23 = yaxis.Z; 228result.M33 = zaxis.Z; 233result.M43 = objectPosition.Z; 257objectPosition.Z - cameraPosition.Z); 286zaxis = (Math.Abs(rotateAxis.Z) > minAngle) ? new Vector3(1, 0, 0) : new Vector3(0, 0, -1); 302result.M13 = xaxis.Z; 306result.M23 = yaxis.Z; 310result.M33 = zaxis.Z; 315result.M43 = objectPosition.Z; 345result.M43 = position.Z; 428float tz = centerPoint.Z * (1 - zScale); 469result.M33 = scales.Z; 491float tz = centerPoint.Z * (1 - scales.Z); 503result.M33 = scales.Z; 554float tz = centerPoint.Z * (1 - scale); 625float y = centerPoint.Y * (1 - c) + centerPoint.Z * s; 626float z = centerPoint.Z * (1 - c) - centerPoint.Y * s; 701float x = centerPoint.X * (1 - c) - centerPoint.Z * s; 702float z = centerPoint.Z * (1 - c) + centerPoint.X * s; 837float x = axis.X, y = axis.Y, z = axis.Z; 1066result.M31 = xaxis.Z; 1067result.M32 = yaxis.Z; 1068result.M33 = zaxis.Z; 1095result.M13 = xaxis.Z; 1099result.M23 = yaxis.Z; 1103result.M33 = zaxis.Z; 1107result.M43 = position.Z; 1177float dot = p.Normal.X * lightDirection.X + p.Normal.Y * lightDirection.Y + p.Normal.Z * lightDirection.Z; 1180float c = -p.Normal.Z; 1195result.M13 = a * lightDirection.Z; 1196result.M23 = b * lightDirection.Z; 1197result.M33 = c * lightDirection.Z + dot; 1198result.M43 = d * lightDirection.Z; 1219float c = value.Normal.Z; 1600fAbsZ = (float)Math.Abs(pVectorBasis[a]->Z);
System\Numerics\Plane.cs (22)
86float az = point2.Z - point1.Z; 90float bz = point3.Z - point1.Z; 108-(normal.X * point1.X + normal.Y * point1.Y + normal.Z * point1.Z)); 136float f = value.Normal.X * value.Normal.X + value.Normal.Y * value.Normal.Y + value.Normal.Z * value.Normal.Z; 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; 232plane.Normal.Z * value.Z + 253plane.Normal.Z * value.Z + 275plane.Normal.Z * value.Z; 290value1.Normal.Z == value2.Normal.Z && 305value1.Normal.Z != value2.Normal.Z || 325Normal.Z == other.Normal.Z &&
System\Numerics\Quaternion.cs (2)
71Z = vectorPart.Z; 173ans.Z = axis.Z * s;
System\Numerics\Vector3.cs (38)
48hash = HashCodeHelper.CombineHashCodes(hash, this.Z.GetHashCode()); 102sb.Append(((IFormattable)this.Z).ToString(format, formatProvider)); 121float ls = X * X + Y * Y + Z * Z; 139return X * X + Y * Y + Z * Z; 164float dz = value1.Z - value2.Z; 190float dz = value1.Z - value2.Z; 211float ls = value.X * value.X + value.Y * value.Y + value.Z * value.Z; 213return new Vector3(value.X / length, value.Y / length, value.Z / length); 227vector1.Y * vector2.Z - vector1.Z * vector2.Y, 228vector1.Z * vector2.X - vector1.X * vector2.Z, 249float dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; 252float tempZ = normal.Z * dot * 2f; 253return new Vector3(vector.X - tempX, vector.Y - tempY, vector.Z - tempZ); 278float z = value1.Z; 279z = (z > max.Z) ? max.Z : z; 280z = (z < min.Z) ? min.Z : z; 306value1.Z + (value2.Z - value1.Z) * amount); 320position.X * matrix.M11 + position.Y * matrix.M21 + position.Z * matrix.M31 + matrix.M41, 321position.X * matrix.M12 + position.Y * matrix.M22 + position.Z * matrix.M32 + matrix.M42, 322position.X * matrix.M13 + position.Y * matrix.M23 + position.Z * matrix.M33 + matrix.M43); 335normal.X * matrix.M11 + normal.Y * matrix.M21 + normal.Z * matrix.M31, 336normal.X * matrix.M12 + normal.Y * matrix.M22 + normal.Z * matrix.M32, 337normal.X * matrix.M13 + normal.Y * matrix.M23 + normal.Z * matrix.M33); 364value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.Z * (xz2 + wy2), 365value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.Z * (yz2 - wx2), 366value.X * (xz2 - wy2) + value.Y * (yz2 + wx2) + value.Z * (1.0f - xx2 - yy2));
System\Numerics\Vector3_Intrinsics.cs (28)
95array[index + 2] = Z; 108Z == other.Z; 125vector1.Z * vector2.Z; 140(value1.Z < value2.Z) ? value1.Z : value2.Z); 156(value1.Z > value2.Z) ? value1.Z : value2.Z); 168return new Vector3(Math.Abs(value.X), Math.Abs(value.Y), Math.Abs(value.Z)); 180return new Vector3((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.Z)); 195return new Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); 208return new Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); 221return new Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); 260return new Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z); 278value1.Z * invDiv); 304left.Z == right.Z); 318left.Z != right.Z);
System\Numerics\Vector4.cs (7)
307position.X * matrix.M11 + position.Y * matrix.M21 + position.Z * matrix.M31 + matrix.M41, 308position.X * matrix.M12 + position.Y * matrix.M22 + position.Z * matrix.M32 + matrix.M42, 309position.X * matrix.M13 + position.Y * matrix.M23 + position.Z * matrix.M33 + matrix.M43, 310position.X * matrix.M14 + position.Y * matrix.M24 + position.Z * matrix.M34 + matrix.M44); 383value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.Z * (xz2 + wy2), 384value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.Z * (yz2 - wx2), 385value.X * (xz2 - wy2) + value.Y * (yz2 + wx2) + value.Z * (1.0f - xx2 - yy2),
System\Numerics\Vector4_Intrinsics.cs (1)
82Z = value.Z;