54 writes to W
System.Private.CoreLib (54)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (3)
202
set => AsImpl().
W
= value;
292
impl.
W
= value;
408
impl.
W
= impl.W.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (51)
52
result.
W
= left.W + right.W;
83
result.
W
= left.W * right;
96
result.
W
= left.W - right.W;
109
result.
W
= -value.W;
140
result.
W
= Vector4.Create(objectPosition, 1);
171
result.
W
= Vector4.Create(objectPosition, 1);
232
result.
W
= Vector4.Create(objectPosition, 1);
292
result.
W
= Vector4.Create(objectPosition, 1);
338
result.
W
= Vector4.UnitW;
375
result.
W
= Vector4.UnitW;
393
result.
W
= Vector4.Create(0, 0, range * zNearPlane, 1);
411
result.
W
= Vector4.Create(0, 0, -range * zNearPlane, 1);
431
result.
W
= Vector4.Create(
456
result.
W
= Vector4.Create(
484
result.
W
= Vector4.Create(0, 0, range * nearPlaneDistance, 0);
507
result.
W
= Vector4.Create(0, 0, -range * nearPlaneDistance, 0);
534
result.
W
= Vector4.Create(0, 0, range * nearPlaneDistance, 0);
561
result.
W
= Vector4.Create(0, 0, -range * nearPlaneDistance, 0);
591
result.
W
= Vector4.Create(0, 0, range * nearPlaneDistance, 0);
621
result.
W
= Vector4.Create(0, 0, -range * nearPlaneDistance, 0);
640
result.
W
= Vector4.MultiplyAddEstimate(Vector4.Create(p.W), s, Vector4.UnitW);
660
result.
W
= Vector4.UnitW;
683
result.
W
= Vector4.Create(0, y, z, 1);
703
result.
W
= Vector4.UnitW;
726
result.
W
= Vector4.Create(x, 0, z, 1);
746
result.
W
= Vector4.UnitW;
769
result.
W
= Vector4.Create(x, y, 0, 1);
782
result.
W
= Vector4.UnitW;
795
result.
W
= Vector4.Create(centerPoint * (Vector3.One - Vector3.Create(scaleX, scaleY, scaleZ)), 1);
808
result.
W
= Vector4.UnitW;
821
result.
W
= Vector4.Create(centerPoint * (Vector3.One - scales), 1);
834
result.
W
= Vector4.UnitW;
847
result.
W
= Vector4.Create(centerPoint * (Vector3.One - Vector3.Create(scale)), 1);
866
result.
W
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.W), Vector4.Create(0, 0, 0, dot));
879
result.
W
= Vector4.Create(position, 1);
892
result.
W
= Vector4.Create(positionX, positionY, positionZ, 1);
904
result.
W
= Vector4.Create(width, height, 0f, 0f);
905
result.
W
*= Vector4.Create(0.5f, 0.5f, 0f, 0f);
910
result.
W
+= Vector4.Create(x, y, minDepth, 1f);
921
result.
W
= Vector4.Create(width, height, 0f, 0f);
922
result.
W
*= Vector4.Create(0.5f, 0.5f, 0f, 0f);
927
result.
W
+= Vector4.Create(x, y, minDepth, 1f);
944
result.
W
= Vector4.Create(position, 1);
1294
result.
W
= vNaN;
1306
result.
W
= (C6 * vTemp).AsVector4();
1432
result.
W
= vNaN;
1485
result.
W
= Vector4.Lerp(left.W, right.W, amount);
1542
result.
W
= Vector4.Create(
1575
result.
W
= AdvSimd.Arm64.ZipHigh(upperXZ, upperYW).AsVector4(); // x[3], y[3], z[3], w[3]
1592
result.
W
= Sse.UnpackHigh(upperXZ, upperYW).AsVector4(); // x[3], y[3], z[3], w[3]
1599
result.
W
= Vector4.Create(matrix.X.W, matrix.Y.W, matrix.Z.W, matrix.W.W);
53 references to W
System.Private.CoreLib (53)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (4)
199
readonly get => AsROImpl().
W
;
243
return impl.
W
;
359
return impl.
W
.GetElement(column);
408
impl.W = impl.
W
.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (49)
52
result.W = left.
W
+ right.
W
;
63
&& (left.
W
== right.
W
);
72
|| (left.
W
!= right.
W
);
83
result.W = left.
W
* right;
96
result.W = left.
W
- right.
W
;
109
result.W = -value.
W
;
907
result.X = Vector4.Create(result.
W
.X, 0f, 0f, 0f);
908
result.Y = Vector4.Create(0f, -result.
W
.Y, 0f, 0f);
924
result.X = Vector4.Create(result.
W
.X, 0f, 0f, 0f);
925
result.Y = Vector4.Create(0f, -result.
W
.Y, 0f, 0f);
960
translation = matrix.
W
.AsVector3();
1162
Vector128<float> row4 = matrix.
W
.AsVector128();
1409
float m = matrix.
W
.X, n = matrix.
W
.Y, o = matrix.
W
.Z, p = matrix.
W
.W;
1442
result.
W
.X = a14 * invDet;
1447
result.
W
.Y = +(a * jo_kn - b * io_km + c * in_jm) * invDet;
1459
result.
W
.Z = -(a * fo_gn - b * eo_gm + c * en_fm) * invDet;
1471
result.
W
.W = +(a * fk_gj - b * ek_gi + c * ej_fi) * invDet;
1485
result.W = Vector4.Lerp(left.
W
, right.
W
, amount);
1543
value.
W
.X * q11 + value.
W
.Y * q21 + value.
W
.Z * q31,
1544
value.
W
.X * q12 + value.
W
.Y * q22 + value.
W
.Z * q32,
1545
value.
W
.X * q13 + value.
W
.Y * q23 + value.
W
.Z * q33,
1546
value.
W
.W
1565
Vector128<float> w = matrix.
W
.AsVector128();
1582
Vector128<float> w = matrix.
W
.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);
1618
&&
W
.Equals(other.
W
);
1654
float m =
W
.X, n =
W
.Y, o =
W
.Z, p =
W
.W;
1670
public override readonly int GetHashCode() => HashCode.Combine(X, Y, Z,
W
);