56 writes to W
System.Private.CoreLib (56)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (56)
56
W
= Vector4.Create(m41, m42, m43, m44);
65
W
= Vector4.Create(value.Z, 0, 1);
78
result.
W
= Vector4.UnitW;
127
W
= Vector4.Create(value, W.W);
139
result.
W
= left.W + right.W;
170
result.
W
= Vector4.Transform(left.W, in right);
183
result.
W
= left.W * right;
196
result.
W
= left.W - right.W;
209
result.
W
= -value.W;
240
result.
W
= Vector4.Create(objectPosition, 1);
271
result.
W
= Vector4.Create(objectPosition, 1);
332
result.
W
= Vector4.Create(objectPosition, 1);
392
result.
W
= Vector4.Create(objectPosition, 1);
438
result.
W
= Vector4.UnitW;
475
result.
W
= Vector4.UnitW;
493
result.
W
= Vector4.Create(0, 0, range * zNearPlane, 1);
511
result.
W
= Vector4.Create(0, 0, -range * zNearPlane, 1);
531
result.
W
= Vector4.Create(
556
result.
W
= Vector4.Create(
584
result.
W
= Vector4.Create(0, 0, range * nearPlaneDistance, 0);
607
result.
W
= Vector4.Create(0, 0, -range * nearPlaneDistance, 0);
634
result.
W
= Vector4.Create(0, 0, range * nearPlaneDistance, 0);
661
result.
W
= Vector4.Create(0, 0, -range * nearPlaneDistance, 0);
691
result.
W
= Vector4.Create(0, 0, range * nearPlaneDistance, 0);
721
result.
W
= Vector4.Create(0, 0, -range * nearPlaneDistance, 0);
740
result.
W
= Vector4.MultiplyAddEstimate(Vector4.Create(p.W), s, Vector4.UnitW);
760
result.
W
= Vector4.UnitW;
783
result.
W
= Vector4.Create(0, y, z, 1);
803
result.
W
= Vector4.UnitW;
826
result.
W
= Vector4.Create(x, 0, z, 1);
846
result.
W
= Vector4.UnitW;
869
result.
W
= Vector4.Create(x, y, 0, 1);
882
result.
W
= Vector4.UnitW;
895
result.
W
= Vector4.Create(centerPoint * (Vector3.One - Vector3.Create(scaleX, scaleY, scaleZ)), 1);
908
result.
W
= Vector4.UnitW;
921
result.
W
= Vector4.Create(centerPoint * (Vector3.One - scales), 1);
934
result.
W
= Vector4.UnitW;
947
result.
W
= Vector4.Create(centerPoint * (Vector3.One - Vector3.Create(scale)), 1);
966
result.
W
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.W), Vector4.Create(0, 0, 0, dot));
979
result.
W
= Vector4.Create(position, 1);
992
result.
W
= Vector4.Create(positionX, positionY, positionZ, 1);
1004
result.
W
= Vector4.Create(width, height, 0f, 0f);
1005
result.
W
*= Vector4.Create(0.5f, 0.5f, 0f, 0f);
1010
result.
W
+= Vector4.Create(x, y, minDepth, 1f);
1021
result.
W
= Vector4.Create(width, height, 0f, 0f);
1022
result.
W
*= Vector4.Create(0.5f, 0.5f, 0f, 0f);
1027
result.
W
+= Vector4.Create(x, y, minDepth, 1f);
1044
result.
W
= Vector4.Create(position, 1);
1394
result.
W
= vNaN;
1406
result.
W
= (C6 * vTemp).AsVector4();
1532
result.
W
= vNaN;
1585
result.
W
= Vector4.Lerp(left.W, right.W, amount);
1642
result.
W
= Vector4.Create(
1675
result.
W
= AdvSimd.Arm64.ZipHigh(upperXZ, upperYW).AsVector4(); // x[3], y[3], z[3], w[3]
1692
result.
W
= Sse.UnpackHigh(upperXZ, upperYW).AsVector4(); // x[3], y[3], z[3], w[3]
1699
result.
W
= Vector4.Create(matrix.X.W, matrix.Y.W, matrix.Z.W, matrix.W.W);
56 references to W
System.Private.CoreLib (56)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (53)
115
&& (
W
== Vector4.UnitW);
122
readonly get =>
W
.AsVector3();
127
W = Vector4.Create(value,
W
.W);
139
result.W = left.
W
+ right.
W
;
150
&& (left.
W
== right.
W
);
159
|| (left.
W
!= right.
W
);
170
result.W = Vector4.Transform(left.
W
, in right);
183
result.W = left.
W
* right;
196
result.W = left.
W
- right.
W
;
209
result.W = -value.
W
;
1007
result.X = Vector4.Create(result.
W
.X, 0f, 0f, 0f);
1008
result.Y = Vector4.Create(0f, -result.
W
.Y, 0f, 0f);
1024
result.X = Vector4.Create(result.
W
.X, 0f, 0f, 0f);
1025
result.Y = Vector4.Create(0f, -result.
W
.Y, 0f, 0f);
1060
translation = matrix.
W
.AsVector3();
1262
Vector128<float> row4 = matrix.
W
.AsVector128();
1509
float m = matrix.
W
.X, n = matrix.
W
.Y, o = matrix.
W
.Z, p = matrix.
W
.W;
1542
result.
W
.X = a14 * invDet;
1547
result.
W
.Y = +(a * jo_kn - b * io_km + c * in_jm) * invDet;
1559
result.
W
.Z = -(a * fo_gn - b * eo_gm + c * en_fm) * invDet;
1571
result.
W
.W = +(a * fk_gj - b * ek_gi + c * ej_fi) * invDet;
1585
result.W = Vector4.Lerp(left.
W
, right.
W
, amount);
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,
1646
value.
W
.W
1665
Vector128<float> w = matrix.
W
.AsVector128();
1682
Vector128<float> w = matrix.
W
.AsVector128();
1696
result.X = Vector4.Create(matrix.X.X, matrix.Y.X, matrix.Z.X, matrix.
W
.X);
1697
result.Y = Vector4.Create(matrix.X.Y, matrix.Y.Y, matrix.Z.Y, matrix.
W
.Y);
1698
result.Z = Vector4.Create(matrix.X.Z, matrix.Y.Z, matrix.Z.Z, matrix.
W
.Z);
1699
result.W = Vector4.Create(matrix.X.W, matrix.Y.W, matrix.Z.W, matrix.
W
.W);
1718
&&
W
.Equals(other.
W
);
1754
float m =
W
.X, n =
W
.Y, o =
W
.Z, p =
W
.W;
1770
public override readonly int GetHashCode() => HashCode.Combine(X, Y, Z,
W
);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (3)
979
return result + matrix.
W
;
1004
return result + matrix.
W
;
1029
result = MultiplyAddEstimate(matrix.
W
, Create(vector.W), result);