51 writes to X
System.Private.CoreLib (51)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (3)
169
set => AsImpl().
X
= value;
274
impl.
X
= value;
390
impl.
X
= impl.X.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (48)
49
result.
X
= left.X + right.X;
80
result.
X
= left.X * right;
93
result.
X
= left.X - right.X;
106
result.
X
= -value.X;
137
result.
X
= axisX.AsVector4();
168
result.
X
= axisX.AsVector4();
229
result.
X
= axisX.AsVector4();
289
result.
X
= axisX.AsVector4();
320
result.
X
= Vector4.Create(
372
result.
X
= Vector4.Create(axisX, Vector3.Dot(axisX, negativeCameraPosition));
390
result.
X
= Vector4.Create(2.0f / width, 0, 0, 0);
408
result.
X
= Vector4.Create(2.0f / width, 0, 0, 0);
428
result.
X
= Vector4.Create(reciprocalWidth + reciprocalWidth, 0, 0, 0);
453
result.
X
= Vector4.Create(reciprocalWidth + reciprocalWidth, 0, 0, 0);
481
result.
X
= Vector4.Create(dblNearPlaneDistance / width, 0, 0, 0);
504
result.
X
= Vector4.Create(dblNearPlaneDistance / width, 0, 0, 0);
531
result.
X
= Vector4.Create(width, 0, 0, 0);
558
result.
X
= Vector4.Create(width, 0, 0, 0);
583
result.
X
= Vector4.Create(dblNearPlaneDistance * reciprocalWidth, 0, 0, 0);
613
result.
X
= Vector4.Create(dblNearPlaneDistance * reciprocalWidth, 0, 0, 0);
637
result.
X
= Vector4.MultiplyAddEstimate(Vector4.Create(p.X), s, Vector4.UnitX);
657
result.
X
= Vector4.UnitX;
680
result.
X
= Vector4.UnitX;
700
result.
X
= Vector4.Create(c, 0, -s, 0);
723
result.
X
= Vector4.Create(c, 0, -s, 0);
743
result.
X
= Vector4.Create( c, s, 0, 0);
766
result.
X
= Vector4.Create( c, s, 0, 0);
779
result.
X
= Vector4.Create(scaleX, 0, 0, 0);
792
result.
X
= Vector4.Create(scaleX, 0, 0, 0);
805
result.
X
= Vector4.Create(scales.X, 0, 0, 0);
818
result.
X
= Vector4.Create(scales.X, 0, 0, 0);
831
result.
X
= Vector4.Create(scale, 0, 0, 0);
844
result.
X
= Vector4.Create(scale, 0, 0, 0);
863
result.
X
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.X), Vector4.Create(dot, 0, 0, 0));
876
result.
X
= Vector4.UnitX;
889
result.
X
= Vector4.UnitX;
907
result.
X
= Vector4.Create(result.W.X, 0f, 0f, 0f);
924
result.
X
= Vector4.Create(result.W.X, 0f, 0f, 0f);
941
result.
X
= axisX.AsVector4();
963
(Vector3*)&matTemp.
X
,
1291
result.
X
= vNaN;
1303
result.
X
= (C0 * vTemp).AsVector4();
1429
result.
X
= vNaN;
1482
result.
X
= Vector4.Lerp(left.X, right.X, amount);
1524
result.
X
= Vector4.Create(
1572
result.
X
= AdvSimd.Arm64.ZipLow(lowerXZ, lowerYW).AsVector4(); // x[0], y[0], z[0], w[0]
1589
result.
X
= Sse.UnpackLow(lowerXZ, lowerYW).AsVector4(); // x[0], y[0], z[0], w[0]
1596
result.
X
= Vector4.Create(matrix.X.X, matrix.Y.X, matrix.Z.X, matrix.W.X);
51 references to X
System.Private.CoreLib (51)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (6)
166
readonly get => AsROImpl().
X
;
228
return impl.
X
;
259
return Unsafe.Add(ref Unsafe.AsRef(in impl.
X
), row);
309
Unsafe.Add(ref Unsafe.AsRef(in impl.
X
), row) = value;
344
return impl.
X
.GetElement(column);
390
impl.X = impl.
X
.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (45)
49
result.X = left.
X
+ right.
X
;
60
return (left.
X
== right.
X
)
69
return (left.
X
!= right.
X
)
80
result.X = left.
X
* right;
93
result.X = left.
X
- right.
X
;
106
result.X = -value.
X
;
968
*(vectorBasis[0]) = matrix.
X
.AsVector3();
1159
Vector128<float> row1 = matrix.
X
.AsVector128();
1406
float a = matrix.
X
.X, b = matrix.
X
.Y, c = matrix.
X
.Z, d = matrix.
X
.W;
1439
result.
X
.X = a11 * invDet;
1444
result.
X
.Y = -(b * kp_lo - c * jp_ln + d * jo_kn) * invDet;
1456
result.
X
.Z = +(b * gp_ho - c * fp_hn + d * fo_gn) * invDet;
1468
result.
X
.W = -(b * gl_hk - c * fl_hj + d * fk_gj) * invDet;
1482
result.X = Vector4.Lerp(left.
X
, right.
X
, amount);
1525
value.
X
.X * q11 + value.
X
.Y * q21 + value.
X
.Z * q31,
1526
value.
X
.X * q12 + value.
X
.Y * q22 + value.
X
.Z * q32,
1527
value.
X
.X * q13 + value.
X
.Y * q23 + value.
X
.Z * q33,
1528
value.
X
.W
1562
Vector128<float> x = matrix.
X
.AsVector128();
1579
Vector128<float> x = matrix.
X
.AsVector128();
1596
result.X = Vector4.Create(matrix.
X
.X, matrix.Y.X, matrix.Z.X, matrix.W.X);
1597
result.Y = Vector4.Create(matrix.
X
.Y, matrix.Y.Y, matrix.Z.Y, matrix.W.Y);
1598
result.Z = Vector4.Create(matrix.
X
.Z, matrix.Y.Z, matrix.Z.Z, matrix.W.Z);
1599
result.W = Vector4.Create(matrix.
X
.W, matrix.Y.W, matrix.Z.W, matrix.W.W);
1615
return
X
.Equals(other.
X
)
1651
float a =
X
.X, b =
X
.Y, c =
X
.Z, d =
X
.W;
1670
public override readonly int GetHashCode() => HashCode.Combine(
X
, Y, Z, W);