2 writes to Z
System.Numerics (2)
System\Numerics\Matrix4x4.cs (1)
1531
scale.
Z
= pVectorBasis[2]->Length();
System\Numerics\Vector3_Intrinsics.cs (1)
55
Z
= z;
140 references to Z
System.Numerics (140)
System\Numerics\Matrix4x4.cs (42)
127
M43 = value.
Z
;
199
objectPosition.
Z
- cameraPosition.
Z
);
220
result.M13 = xaxis.
Z
;
224
result.M23 = yaxis.
Z
;
228
result.M33 = zaxis.
Z
;
233
result.M43 = objectPosition.
Z
;
257
objectPosition.
Z
- cameraPosition.
Z
);
286
zaxis = (Math.Abs(rotateAxis.
Z
) > minAngle) ? new Vector3(1, 0, 0) : new Vector3(0, 0, -1);
302
result.M13 = xaxis.
Z
;
306
result.M23 = yaxis.
Z
;
310
result.M33 = zaxis.
Z
;
315
result.M43 = objectPosition.
Z
;
345
result.M43 = position.
Z
;
428
float tz = centerPoint.
Z
* (1 - zScale);
469
result.M33 = scales.
Z
;
491
float tz = centerPoint.
Z
* (1 - scales.
Z
);
503
result.M33 = scales.
Z
;
554
float tz = centerPoint.
Z
* (1 - scale);
625
float y = centerPoint.Y * (1 - c) + centerPoint.
Z
* s;
626
float z = centerPoint.
Z
* (1 - c) - centerPoint.Y * s;
701
float x = centerPoint.X * (1 - c) - centerPoint.
Z
* s;
702
float z = centerPoint.
Z
* (1 - c) + centerPoint.X * s;
837
float x = axis.X, y = axis.Y, z = axis.
Z
;
1066
result.M31 = xaxis.
Z
;
1067
result.M32 = yaxis.
Z
;
1068
result.M33 = zaxis.
Z
;
1095
result.M13 = xaxis.
Z
;
1099
result.M23 = yaxis.
Z
;
1103
result.M33 = zaxis.
Z
;
1107
result.M43 = position.
Z
;
1177
float dot = p.Normal.X * lightDirection.X + p.Normal.Y * lightDirection.Y + p.Normal.
Z
* lightDirection.
Z
;
1180
float c = -p.Normal.
Z
;
1195
result.M13 = a * lightDirection.
Z
;
1196
result.M23 = b * lightDirection.
Z
;
1197
result.M33 = c * lightDirection.
Z
+ dot;
1198
result.M43 = d * lightDirection.
Z
;
1219
float c = value.Normal.
Z
;
1600
fAbsZ = (float)Math.Abs(pVectorBasis[a]->
Z
);
System\Numerics\Plane.cs (22)
86
float az = point2.
Z
- point1.
Z
;
90
float bz = point3.
Z
- point1.
Z
;
108
-(normal.X * point1.X + normal.Y * point1.Y + normal.
Z
* point1.
Z
));
136
float f = value.Normal.X * value.Normal.X + value.Normal.Y * value.Normal.Y + value.Normal.
Z
* value.Normal.
Z
;
148
value.Normal.
Z
* fInv,
166
float x = plane.Normal.X, y = plane.Normal.Y, z = plane.Normal.
Z
, w = plane.D;
212
float x = plane.Normal.X, y = plane.Normal.Y, z = plane.Normal.
Z
;
232
plane.Normal.
Z
* value.Z +
253
plane.Normal.
Z
* value.
Z
+
275
plane.Normal.
Z
* value.
Z
;
290
value1.Normal.
Z
== value2.Normal.
Z
&&
305
value1.Normal.
Z
!= value2.Normal.
Z
||
325
Normal.
Z
== other.Normal.
Z
&&
System\Numerics\Quaternion.cs (2)
71
Z = vectorPart.
Z
;
173
ans.Z = axis.
Z
* s;
System\Numerics\Vector3.cs (38)
48
hash = HashCodeHelper.CombineHashCodes(hash, this.
Z
.GetHashCode());
102
sb.Append(((IFormattable)this.
Z
).ToString(format, formatProvider));
121
float ls = X * X + Y * Y +
Z
*
Z
;
139
return X * X + Y * Y +
Z
*
Z
;
164
float dz = value1.
Z
- value2.
Z
;
190
float dz = value1.
Z
- value2.
Z
;
211
float ls = value.X * value.X + value.Y * value.Y + value.
Z
* value.
Z
;
213
return new Vector3(value.X / length, value.Y / length, value.
Z
/ length);
227
vector1.Y * vector2.
Z
- vector1.
Z
* vector2.Y,
228
vector1.
Z
* vector2.X - vector1.X * vector2.
Z
,
249
float dot = vector.X * normal.X + vector.Y * normal.Y + vector.
Z
* normal.
Z
;
252
float tempZ = normal.
Z
* dot * 2f;
253
return new Vector3(vector.X - tempX, vector.Y - tempY, vector.
Z
- tempZ);
278
float z = value1.
Z
;
279
z = (z > max.
Z
) ? max.
Z
: z;
280
z = (z < min.
Z
) ? min.
Z
: z;
306
value1.
Z
+ (value2.
Z
- value1.
Z
) * amount);
320
position.X * matrix.M11 + position.Y * matrix.M21 + position.
Z
* matrix.M31 + matrix.M41,
321
position.X * matrix.M12 + position.Y * matrix.M22 + position.
Z
* matrix.M32 + matrix.M42,
322
position.X * matrix.M13 + position.Y * matrix.M23 + position.
Z
* matrix.M33 + matrix.M43);
335
normal.X * matrix.M11 + normal.Y * matrix.M21 + normal.
Z
* matrix.M31,
336
normal.X * matrix.M12 + normal.Y * matrix.M22 + normal.
Z
* matrix.M32,
337
normal.X * matrix.M13 + normal.Y * matrix.M23 + normal.
Z
* matrix.M33);
364
value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.
Z
* (xz2 + wy2),
365
value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.
Z
* (yz2 - wx2),
366
value.X * (xz2 - wy2) + value.Y * (yz2 + wx2) + value.
Z
* (1.0f - xx2 - yy2));
System\Numerics\Vector3_Intrinsics.cs (28)
95
array[index + 2] =
Z
;
108
Z
== other.
Z
;
125
vector1.
Z
* vector2.
Z
;
140
(value1.
Z
< value2.
Z
) ? value1.
Z
: value2.
Z
);
156
(value1.
Z
> value2.
Z
) ? value1.
Z
: value2.
Z
);
168
return new Vector3(Math.Abs(value.X), Math.Abs(value.Y), Math.Abs(value.
Z
));
180
return new Vector3((Single)Math.Sqrt(value.X), (Single)Math.Sqrt(value.Y), (Single)Math.Sqrt(value.
Z
));
195
return new Vector3(left.X + right.X, left.Y + right.Y, left.
Z
+ right.
Z
);
208
return new Vector3(left.X - right.X, left.Y - right.Y, left.
Z
- right.
Z
);
221
return new Vector3(left.X * right.X, left.Y * right.Y, left.
Z
* right.
Z
);
260
return new Vector3(left.X / right.X, left.Y / right.Y, left.
Z
/ right.
Z
);
278
value1.
Z
* invDiv);
304
left.
Z
== right.
Z
);
318
left.
Z
!= right.
Z
);
System\Numerics\Vector4.cs (7)
307
position.X * matrix.M11 + position.Y * matrix.M21 + position.
Z
* matrix.M31 + matrix.M41,
308
position.X * matrix.M12 + position.Y * matrix.M22 + position.
Z
* matrix.M32 + matrix.M42,
309
position.X * matrix.M13 + position.Y * matrix.M23 + position.
Z
* matrix.M33 + matrix.M43,
310
position.X * matrix.M14 + position.Y * matrix.M24 + position.
Z
* matrix.M34 + matrix.M44);
383
value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2) + value.
Z
* (xz2 + wy2),
384
value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2) + value.
Z
* (yz2 - wx2),
385
value.X * (xz2 - wy2) + value.Y * (yz2 + wx2) + value.
Z
* (1.0f - xx2 - yy2),
System\Numerics\Vector4_Intrinsics.cs (1)
82
Z = value.
Z
;