51 writes to Y
System.Private.CoreLib (51)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (3)
180
set => AsImpl().
Y
= value;
280
impl.
Y
= value;
396
impl.
Y
= impl.Y.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (48)
50
result.
Y
= left.Y + right.Y;
81
result.
Y
= left.Y * right;
94
result.
Y
= left.Y - right.Y;
107
result.
Y
= -value.Y;
138
result.
Y
= axisY.AsVector4();
169
result.
Y
= axisY.AsVector4();
230
result.
Y
= axisY.AsVector4();
290
result.
Y
= axisY.AsVector4();
326
result.
Y
= Vector4.Create(
373
result.
Y
= Vector4.Create(axisY, Vector3.Dot(axisY, negativeCameraPosition));
391
result.
Y
= Vector4.Create(0, 2.0f / height, 0, 0);
409
result.
Y
= Vector4.Create(0, 2.0f / height, 0, 0);
429
result.
Y
= Vector4.Create(0, reciprocalHeight + reciprocalHeight, 0, 0);
454
result.
Y
= Vector4.Create(0, reciprocalHeight + reciprocalHeight, 0, 0);
482
result.
Y
= Vector4.Create(0, dblNearPlaneDistance / height, 0, 0);
505
result.
Y
= Vector4.Create(0, dblNearPlaneDistance / height, 0, 0);
532
result.
Y
= Vector4.Create(0, height, 0, 0);
559
result.
Y
= Vector4.Create(0, height, 0, 0);
584
result.
Y
= Vector4.Create(0, dblNearPlaneDistance * reciprocalHeight, 0, 0);
614
result.
Y
= Vector4.Create(0, dblNearPlaneDistance * reciprocalHeight, 0, 0);
638
result.
Y
= Vector4.MultiplyAddEstimate(Vector4.Create(p.Y), s, Vector4.UnitY);
658
result.
Y
= Vector4.Create(0, c, s, 0);
681
result.
Y
= Vector4.Create(0, c, s, 0);
701
result.
Y
= Vector4.UnitY;
724
result.
Y
= Vector4.UnitY;
744
result.
Y
= Vector4.Create(-s, c, 0, 0);
767
result.
Y
= Vector4.Create(-s, c, 0, 0);
780
result.
Y
= Vector4.Create(0, scaleY, 0, 0);
793
result.
Y
= Vector4.Create(0, scaleY, 0, 0);
806
result.
Y
= Vector4.Create(0, scales.Y, 0, 0);
819
result.
Y
= Vector4.Create(0, scales.Y, 0, 0);
832
result.
Y
= Vector4.Create(0, scale, 0, 0);
845
result.
Y
= Vector4.Create(0, scale, 0, 0);
864
result.
Y
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.Y), Vector4.Create(0, dot, 0, 0));
877
result.
Y
= Vector4.UnitY;
890
result.
Y
= Vector4.UnitY;
908
result.
Y
= Vector4.Create(0f, -result.W.Y, 0f, 0f);
925
result.
Y
= Vector4.Create(0f, -result.W.Y, 0f, 0f);
942
result.
Y
= axisY.AsVector4();
964
(Vector3*)&matTemp.
Y
,
1292
result.
Y
= vNaN;
1304
result.
Y
= (C2 * vTemp).AsVector4();
1430
result.
Y
= vNaN;
1483
result.
Y
= Vector4.Lerp(left.Y, right.Y, amount);
1530
result.
Y
= Vector4.Create(
1573
result.
Y
= AdvSimd.Arm64.ZipHigh(lowerXZ, lowerYW).AsVector4(); // x[1], y[1], z[1], w[1]
1590
result.
Y
= Sse.UnpackHigh(lowerXZ, lowerYW).AsVector4(); // x[1], y[1], z[1], w[1]
1597
result.
Y
= Vector4.Create(matrix.X.Y, matrix.Y.Y, matrix.Z.Y, matrix.W.Y);
49 references to Y
System.Private.CoreLib (49)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (4)
177
readonly get => AsROImpl().
Y
;
233
return impl.
Y
;
349
return impl.
Y
.GetElement(column);
396
impl.Y = impl.
Y
.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (45)
50
result.Y = left.
Y
+ right.
Y
;
61
&& (left.
Y
== right.
Y
)
70
|| (left.
Y
!= right.
Y
)
81
result.Y = left.
Y
* right;
94
result.Y = left.
Y
- right.
Y
;
107
result.Y = -value.
Y
;
969
*(vectorBasis[1]) = matrix.
Y
.AsVector3();
1160
Vector128<float> row2 = matrix.
Y
.AsVector128();
1407
float e = matrix.
Y
.X, f = matrix.
Y
.Y, g = matrix.
Y
.Z, h = matrix.
Y
.W;
1440
result.
Y
.X = a12 * invDet;
1445
result.
Y
.Y = +(a * kp_lo - c * ip_lm + d * io_km) * invDet;
1457
result.
Y
.Z = -(a * gp_ho - c * ep_hm + d * eo_gm) * invDet;
1469
result.
Y
.W = +(a * gl_hk - c * el_hi + d * ek_gi) * invDet;
1483
result.Y = Vector4.Lerp(left.
Y
, right.
Y
, amount);
1531
value.
Y
.X * q11 + value.
Y
.Y * q21 + value.
Y
.Z * q31,
1532
value.
Y
.X * q12 + value.
Y
.Y * q22 + value.
Y
.Z * q32,
1533
value.
Y
.X * q13 + value.
Y
.Y * q23 + value.
Y
.Z * q33,
1534
value.
Y
.W
1563
Vector128<float> y = matrix.
Y
.AsVector128();
1580
Vector128<float> y = matrix.
Y
.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);
1616
&&
Y
.Equals(other.
Y
)
1652
float e =
Y
.X, f =
Y
.Y, g =
Y
.Z, h =
Y
.W;
1670
public override readonly int GetHashCode() => HashCode.Combine(X,
Y
, Z, W);