4 writes to Y
System.Private.CoreLib (4)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (4)
1544
result.X.
Y
= -(b * kp_lo - c * jp_ln + d * jo_kn) * invDet;
1545
result.Y.
Y
= +(a * kp_lo - c * ip_lm + d * io_km) * invDet;
1546
result.Z.
Y
= -(a * jp_ln - b * ip_lm + d * in_jm) * invDet;
1547
result.W.
Y
= +(a * jo_kn - b * io_km + c * in_jm) * invDet;
37 references to Y
Microsoft.Maui.Graphics (1)
Color.cs (1)
80
Green = color.
Y
.Clamp(0, 1);
System.Drawing.Primitives (1)
System\Drawing\RectangleF.cs (1)
58
y = vector.
Y
;
System.Private.CoreLib (35)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (28)
738
result.Y = Vector4.MultiplyAddEstimate(Vector4.Create(p.
Y
), s, Vector4.UnitY);
964
result.Y = Vector4.MultiplyAddEstimate(l, Vector4.Create(p.
Y
), Vector4.Create(0, dot, 0, 0));
1008
result.Y = Vector4.Create(0f, -result.W.
Y
, 0f, 0f);
1025
result.Y = Vector4.Create(0f, -result.W.
Y
, 0f, 0f);
1506
float a = matrix.X.X, b = matrix.X.
Y
, c = matrix.X.Z, d = matrix.X.W;
1507
float e = matrix.Y.X, f = matrix.Y.
Y
, g = matrix.Y.Z, h = matrix.Y.W;
1508
float i = matrix.Z.X, j = matrix.Z.
Y
, k = matrix.Z.Z, l = matrix.Z.W;
1509
float m = matrix.W.X, n = matrix.W.
Y
, o = matrix.W.Z, p = matrix.W.W;
1625
value.X.X * q11 + value.X.
Y
* q21 + value.X.Z * q31,
1626
value.X.X * q12 + value.X.
Y
* q22 + value.X.Z * q32,
1627
value.X.X * q13 + value.X.
Y
* q23 + value.X.Z * q33,
1631
value.Y.X * q11 + value.Y.
Y
* q21 + value.Y.Z * q31,
1632
value.Y.X * q12 + value.Y.
Y
* q22 + value.Y.Z * q32,
1633
value.Y.X * q13 + value.Y.
Y
* q23 + value.Y.Z * q33,
1637
value.Z.X * q11 + value.Z.
Y
* q21 + value.Z.Z * q31,
1638
value.Z.X * q12 + value.Z.
Y
* q22 + value.Z.Z * q32,
1639
value.Z.X * q13 + value.Z.
Y
* q23 + value.Z.Z * q33,
1643
value.W.X * q11 + value.W.
Y
* q21 + value.W.Z * q31,
1644
value.W.X * q12 + value.W.
Y
* q22 + value.W.Z * q32,
1645
value.W.X * q13 + value.W.
Y
* q23 + value.W.Z * q33,
1697
result.Y = Vector4.Create(matrix.X.
Y
, matrix.Y.
Y
, matrix.Z.
Y
, matrix.W.
Y
);
1751
float a = X.X, b = X.
Y
, c = X.Z, d = X.W;
1752
float e = Y.X, f = Y.
Y
, g = Y.Z, h = Y.W;
1753
float i = Z.X, j = Z.
Y
, k = Z.Z, l = Z.W;
1754
float m = W.X, n = W.
Y
, o = W.Z, p = W.W;
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (7)
80
/// <param name="y">The value to assign to the <see cref="
Y
" /> field.</param>
476
/// <param name="y">The value to assign to the <see cref="
Y
" /> field.</param>
924
/// <param name="yIndex">The index used to select a value from <paramref name="vector" /> to be used as the value of <see cref="
Y
" /> in the result</param>
1027
result = MultiplyAddEstimate(matrix.Y, Create(vector.
Y
), result);
1089
/// <remarks>Two vectors are equal if their <see cref="X" />, <see cref="
Y
" />, <see cref="Z" />, and <see cref="W" /> elements are equal.</remarks>
1101
public override readonly int GetHashCode() => HashCode.Combine(X,
Y
, Z, W);
1140
return $"<{X.ToString(format, formatProvider)}{separator} {
Y
.ToString(format, formatProvider)}{separator} {Z.ToString(format, formatProvider)}{separator} {W.ToString(format, formatProvider)}>";