17 writes to Z
System.Windows.Forms.DataVisualization (17)
Common\General\Matrix3D.cs (17)
424
point.
Z
-= _translateZ;
785
point.
Z
= resultVector[2];
866
_lightVectors[1].
Z
-= _lightVectors[0].Z;
871
_lightVectors[2].
Z
-= _lightVectors[0].Z;
876
_lightVectors[3].
Z
-= _lightVectors[0].Z;
881
_lightVectors[4].
Z
-= _lightVectors[0].Z;
886
_lightVectors[5].
Z
-= _lightVectors[0].Z;
891
_lightVectors[6].
Z
-= _lightVectors[0].Z;
1046
firstVector.
Z
= points[0].Z - points[1].Z;
1051
secondVector.
Z
= points[2].Z - points[1].Z;
1057
normalVector.
Z
= firstVector.X * secondVector.Y - firstVector.Y * secondVector.X;
1137
firstVector.
Z
= points[0].Z - points[1].Z;
1142
secondVector.
Z
= points[2].Z - points[1].Z;
1148
normalVector.
Z
= firstVector.X * secondVector.Y - firstVector.Y * secondVector.X;
1156
lightSource.
Z
*= -1;
1161
lightSource.
Z
*= -1;
1168
lightSource.
Z
*= -1;
35 references to Z
System.Windows.Forms.DataVisualization (35)
Common\General\Matrix3D.cs (35)
300
if( point.
Z
> maxZ )
301
maxZ = point.
Z
;
496
point.X = point.X + ( _perspectiveZ - point.
Z
) * yFactor;
497
point.Y = point.Y - ( _perspectiveZ - point.
Z
) * xFactor;
512
point.X = _translateX + (point.X - _translateX) / ( 1 + (_perspectiveZ - point.
Z
) * _perspectiveFactor);
513
point.Y = _translateY + (point.Y - _translateY) / ( 1 + (_perspectiveZ - point.
Z
) * _perspectiveFactor);
776
inputVector[2] = point.
Z
;
866
_lightVectors[1].Z -= _lightVectors[0].
Z
;
871
_lightVectors[2].Z -= _lightVectors[0].
Z
;
876
_lightVectors[3].Z -= _lightVectors[0].
Z
;
881
_lightVectors[4].Z -= _lightVectors[0].
Z
;
886
_lightVectors[5].Z -= _lightVectors[0].
Z
;
891
_lightVectors[6].Z -= _lightVectors[0].
Z
;
1046
firstVector.Z = points[0].
Z
- points[1].
Z
;
1051
secondVector.Z = points[2].
Z
- points[1].
Z
;
1055
normalVector.X = firstVector.Y * secondVector.
Z
- firstVector.
Z
* secondVector.Y;
1056
normalVector.Y = firstVector.
Z
* secondVector.X - firstVector.X * secondVector.
Z
;
1137
firstVector.Z = points[0].
Z
- points[1].
Z
;
1142
secondVector.Z = points[2].
Z
- points[1].
Z
;
1146
normalVector.X = firstVector.Y * secondVector.
Z
- firstVector.
Z
* secondVector.Y;
1147
normalVector.Y = firstVector.
Z
* secondVector.X - firstVector.X * secondVector.
Z
;
1215
angle = Math.Acos( ( a.X * b.X + a.Y * b.Y + a.
Z
* b.
Z
) / ( Math.Sqrt( a.X * a.X + a.Y * a.Y + a.
Z
* a.
Z
) * Math.Sqrt( b.X * b.X + b.Y * b.Y + b.
Z
* b.
Z
) ) );