2 writes to Y
System.Numerics (2)
System\Numerics\Matrix4x4.cs (1)
1530scale.Y = pVectorBasis[1]->Length();
System\Numerics\Vector3_Intrinsics.cs (1)
54Y = y;
139 references to Y
System.Numerics (139)
System\Numerics\Matrix4x4.cs (41)
126M42 = value.Y; 198objectPosition.Y - cameraPosition.Y, 219result.M12 = xaxis.Y; 223result.M22 = yaxis.Y; 227result.M32 = zaxis.Y; 232result.M42 = objectPosition.Y; 256objectPosition.Y - cameraPosition.Y, 301result.M12 = xaxis.Y; 305result.M22 = yaxis.Y; 309result.M32 = zaxis.Y; 314result.M42 = objectPosition.Y; 344result.M42 = position.Y; 427float ty = centerPoint.Y * (1 - yScale); 464result.M22 = scales.Y; 490float ty = centerPoint.Y * (1 - scales.Y); 498result.M22 = scales.Y; 553float ty = centerPoint.Y * (1 - scale); 625float y = centerPoint.Y * (1 - c) + centerPoint.Z * s; 626float z = centerPoint.Z * (1 - c) - centerPoint.Y * s; 777float x = centerPoint.X * (1 - c) + centerPoint.Y * s; 778float y = centerPoint.Y * (1 - c) - centerPoint.X * s; 837float x = axis.X, y = axis.Y, z = axis.Z; 1062result.M21 = xaxis.Y; 1063result.M22 = yaxis.Y; 1064result.M23 = zaxis.Y; 1094result.M12 = xaxis.Y; 1098result.M22 = yaxis.Y; 1102result.M32 = zaxis.Y; 1106result.M42 = position.Y; 1177float dot = p.Normal.X * lightDirection.X + p.Normal.Y * lightDirection.Y + p.Normal.Z * lightDirection.Z; 1179float b = -p.Normal.Y; 1190result.M12 = a * lightDirection.Y; 1191result.M22 = b * lightDirection.Y + dot; 1192result.M32 = c * lightDirection.Y; 1193result.M42 = d * lightDirection.Y; 1218float b = value.Normal.Y; 1599fAbsY = (float)Math.Abs(pVectorBasis[a]->Y);
System\Numerics\Plane.cs (22)
85float ay = point2.Y - point1.Y; 89float by = point3.Y - point1.Y; 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; 147value.Normal.Y * 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; 231plane.Normal.Y * value.Y + 252plane.Normal.Y * value.Y + 274plane.Normal.Y * value.Y + 289value1.Normal.Y == value2.Normal.Y && 304value1.Normal.Y != value2.Normal.Y || 324Normal.Y == other.Normal.Y &&
System\Numerics\Quaternion.cs (2)
70Y = vectorPart.Y; 172ans.Y = axis.Y * s;
System\Numerics\Vector3.cs (38)
47hash = HashCodeHelper.CombineHashCodes(hash, this.Y.GetHashCode()); 99sb.Append(((IFormattable)this.Y).ToString(format, formatProvider)); 121float ls = X * X + Y * Y + Z * Z; 139return X * X + Y * Y + Z * Z; 163float dy = value1.Y - value2.Y; 189float dy = value1.Y - value2.Y; 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, 229vector1.X * vector2.Y - vector1.Y * vector2.X); 249float dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; 251float tempY = normal.Y * dot * 2f; 253return new Vector3(vector.X - tempX, vector.Y - tempY, vector.Z - tempZ); 274float y = value1.Y; 275y = (y > max.Y) ? max.Y : y; 276y = (y < min.Y) ? min.Y : y; 305value1.Y + (value2.Y - value1.Y) * 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)
94array[index + 1] = Y; 107Y == other.Y && 124vector1.Y * vector2.Y + 139(value1.Y < value2.Y) ? value1.Y : value2.Y, 155(value1.Y > value2.Y) ? value1.Y : value2.Y, 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); 277value1.Y * invDiv, 303left.Y == right.Y && 317left.Y != right.Y ||
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)
81Y = value.Y;