4 writes to Y
System.Private.CoreLib (4)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (4)
1544result.X.Y = -(b * kp_lo - c * jp_ln + d * jo_kn) * invDet; 1545result.Y.Y = +(a * kp_lo - c * ip_lm + d * io_km) * invDet; 1546result.Z.Y = -(a * jp_ln - b * ip_lm + d * in_jm) * invDet; 1547result.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)
58y = vector.Y;
System.Private.CoreLib (35)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (28)
738result.Y = Vector4.MultiplyAddEstimate(Vector4.Create(p.Y), s, Vector4.UnitY); 964result.Y = Vector4.MultiplyAddEstimate(l, Vector4.Create(p.Y), Vector4.Create(0, dot, 0, 0)); 1008result.Y = Vector4.Create(0f, -result.W.Y, 0f, 0f); 1025result.Y = Vector4.Create(0f, -result.W.Y, 0f, 0f); 1506float a = matrix.X.X, b = matrix.X.Y, c = matrix.X.Z, d = matrix.X.W; 1507float e = matrix.Y.X, f = matrix.Y.Y, g = matrix.Y.Z, h = matrix.Y.W; 1508float i = matrix.Z.X, j = matrix.Z.Y, k = matrix.Z.Z, l = matrix.Z.W; 1509float m = matrix.W.X, n = matrix.W.Y, o = matrix.W.Z, p = matrix.W.W; 1625value.X.X * q11 + value.X.Y * q21 + value.X.Z * q31, 1626value.X.X * q12 + value.X.Y * q22 + value.X.Z * q32, 1627value.X.X * q13 + value.X.Y * q23 + value.X.Z * q33, 1631value.Y.X * q11 + value.Y.Y * q21 + value.Y.Z * q31, 1632value.Y.X * q12 + value.Y.Y * q22 + value.Y.Z * q32, 1633value.Y.X * q13 + value.Y.Y * q23 + value.Y.Z * q33, 1637value.Z.X * q11 + value.Z.Y * q21 + value.Z.Z * q31, 1638value.Z.X * q12 + value.Z.Y * q22 + value.Z.Z * q32, 1639value.Z.X * q13 + value.Z.Y * q23 + value.Z.Z * q33, 1643value.W.X * q11 + value.W.Y * q21 + value.W.Z * q31, 1644value.W.X * q12 + value.W.Y * q22 + value.W.Z * q32, 1645value.W.X * q13 + value.W.Y * q23 + value.W.Z * q33, 1697result.Y = Vector4.Create(matrix.X.Y, matrix.Y.Y, matrix.Z.Y, matrix.W.Y); 1751float a = X.X, b = X.Y, c = X.Z, d = X.W; 1752float e = Y.X, f = Y.Y, g = Y.Z, h = Y.W; 1753float i = Z.X, j = Z.Y, k = Z.Z, l = Z.W; 1754float 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> 1027result = 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> 1101public override readonly int GetHashCode() => HashCode.Combine(X, Y, Z, W); 1140return $"<{X.ToString(format, formatProvider)}{separator} {Y.ToString(format, formatProvider)}{separator} {Z.ToString(format, formatProvider)}{separator} {W.ToString(format, formatProvider)}>";