52 writes to Z
System.Private.CoreLib (52)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (52)
55
Z
= Vector4.Create(m31, m32, m33, m34);
64
Z
= Vector4.UnitZ;
77
result.
Z
= Vector4.UnitZ;
138
result.
Z
= left.Z + right.Z;
169
result.
Z
= Vector4.Transform(left.Z, in right);
182
result.
Z
= left.Z * right;
195
result.
Z
= left.Z - right.Z;
208
result.
Z
= -value.Z;
239
result.
Z
= axisZ.AsVector4();
270
result.
Z
= axisZ.AsVector4();
331
result.
Z
= axisZ.AsVector4();
391
result.
Z
= axisZ.AsVector4();
432
result.
Z
= Vector4.Create(
474
result.
Z
= Vector4.Create(axisZ, Vector3.Dot(axisZ, negativeCameraPosition));
492
result.
Z
= Vector4.Create(0, 0, range, 0);
510
result.
Z
= Vector4.Create(0, 0, range, 0);
530
result.
Z
= Vector4.Create(0, 0, range, 0);
555
result.
Z
= Vector4.Create(0, 0, range, 0);
583
result.
Z
= Vector4.Create(0, 0, range, -1.0f);
606
result.
Z
= Vector4.Create(0, 0, range, 1.0f);
633
result.
Z
= Vector4.Create(0, 0, range, -1.0f);
660
result.
Z
= Vector4.Create(0, 0, range, 1.0f);
685
result.
Z
= Vector4.Create(
715
result.
Z
= Vector4.Create(
739
result.
Z
= Vector4.MultiplyAddEstimate(Vector4.Create(p.Z), s, Vector4.UnitZ);
759
result.
Z
= Vector4.Create(0, -s, c, 0);
782
result.
Z
= Vector4.Create(0, -s, c, 0);
802
result.
Z
= Vector4.Create(s, 0, c, 0);
825
result.
Z
= Vector4.Create(s, 0, c, 0);
845
result.
Z
= Vector4.UnitZ;
868
result.
Z
= Vector4.UnitZ;
881
result.
Z
= Vector4.Create(0, 0, scaleZ, 0);
894
result.
Z
= Vector4.Create(0, 0, scaleZ, 0);
907
result.
Z
= Vector4.Create(0, 0, scales.Z, 0);
920
result.
Z
= Vector4.Create(0, 0, scales.Z, 0);
933
result.
Z
= Vector4.Create(0, 0, scale, 0);
946
result.
Z
= Vector4.Create(0, 0, scale, 0);
965
result.
Z
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.Z), Vector4.Create(0, 0, dot, 0));
978
result.
Z
= Vector4.UnitZ;
991
result.
Z
= Vector4.UnitZ;
1009
result.
Z
= Vector4.Create(0f, 0f, minDepth - maxDepth, 0f);
1026
result.
Z
= Vector4.Create(0f, 0f, maxDepth - minDepth, 0f);
1043
result.
Z
= axisZ.AsVector4();
1065
(Vector3*)&matTemp.
Z
,
1393
result.
Z
= vNaN;
1405
result.
Z
= (C4 * vTemp).AsVector4();
1531
result.
Z
= vNaN;
1584
result.
Z
= Vector4.Lerp(left.Z, right.Z, amount);
1636
result.
Z
= Vector4.Create(
1674
result.
Z
= AdvSimd.Arm64.ZipLow(upperXZ, upperYW).AsVector4(); // x[2], y[2], z[2], w[2]
1691
result.
Z
= Sse.UnpackLow(upperXZ, upperYW).AsVector4(); // x[2], y[2], z[2], w[2]
1698
result.
Z
= Vector4.Create(matrix.X.Z, matrix.Y.Z, matrix.Z.Z, matrix.W.Z);
50 references to Z
System.Private.CoreLib (50)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (47)
114
&& (
Z
== Vector4.UnitZ)
138
result.Z = left.
Z
+ right.
Z
;
149
&& (left.
Z
== right.
Z
)
158
|| (left.
Z
!= right.
Z
)
169
result.Z = Vector4.Transform(left.
Z
, in right);
182
result.Z = left.
Z
* right;
195
result.Z = left.
Z
- right.
Z
;
208
result.Z = -value.
Z
;
1070
*(vectorBasis[2]) = matrix.
Z
.AsVector3();
1261
Vector128<float> row3 = matrix.
Z
.AsVector128();
1508
float i = matrix.
Z
.X, j = matrix.
Z
.Y, k = matrix.
Z
.Z, l = matrix.
Z
.W;
1541
result.
Z
.X = a13 * invDet;
1546
result.
Z
.Y = -(a * jp_ln - b * ip_lm + d * in_jm) * invDet;
1558
result.
Z
.Z = +(a * fp_hn - b * ep_hm + d * en_fm) * invDet;
1570
result.
Z
.W = -(a * fl_hj - b * el_hi + d * ej_fi) * invDet;
1584
result.Z = Vector4.Lerp(left.
Z
, right.
Z
, amount);
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,
1640
value.
Z
.W
1664
Vector128<float> z = matrix.
Z
.AsVector128();
1681
Vector128<float> z = matrix.
Z
.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);
1717
&&
Z
.Equals(other.
Z
)
1753
float i =
Z
.X, j =
Z
.Y, k =
Z
.Z, l =
Z
.W;
1770
public override readonly int GetHashCode() => HashCode.Combine(X, Y,
Z
, W);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector3.cs (1)
961
result = Vector4.MultiplyAddEstimate(matrix.
Z
, Vector4.Create(normal.Z), result);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (2)
1003
result = MultiplyAddEstimate(matrix.
Z
, Create(position.Z), result);
1028
result = MultiplyAddEstimate(matrix.
Z
, Create(vector.Z), result);