4 writes to Z
System.Private.CoreLib (4)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (4)
1556
result.X.
Z
= +(b * gp_ho - c * fp_hn + d * fo_gn) * invDet;
1557
result.Y.
Z
= -(a * gp_ho - c * ep_hm + d * eo_gm) * invDet;
1558
result.Z.
Z
= +(a * fp_hn - b * ep_hm + d * en_fm) * invDet;
1559
result.W.
Z
= -(a * fo_gn - b * eo_gm + c * en_fm) * invDet;
35 references to Z
Microsoft.Maui.Graphics (1)
Color.cs (1)
81
Blue = color.
Z
.Clamp(0, 1);
System.Drawing.Primitives (1)
System\Drawing\RectangleF.cs (1)
59
width = vector.
Z
;
System.Private.CoreLib (33)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (26)
739
result.Z = Vector4.MultiplyAddEstimate(Vector4.Create(p.
Z
), s, Vector4.UnitZ);
965
result.Z = Vector4.MultiplyAddEstimate(l, Vector4.Create(p.
Z
), Vector4.Create(0, 0, dot, 0));
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,
1698
result.Z = Vector4.Create(matrix.X.
Z
, matrix.Y.
Z
, matrix.Z.
Z
, matrix.W.
Z
);
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)
81
/// <param name="z">The value to assign to the <see cref="
Z
" /> field.</param>
477
/// <param name="z">The value to assign to the <see cref="
Z
" /> field.</param>
925
/// <param name="zIndex">The index used to select a value from <paramref name="vector" /> to be used as the value of <see cref="
Z
" /> in the result</param>
1028
result = MultiplyAddEstimate(matrix.Z, Create(vector.
Z
), 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)}>";