55 writes to Z
System.Private.CoreLib (55)
src\runtime\src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (55)
173
result.
Z
= Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f);
240
set => AsImpl().
Z
= value.AsVector128();
335
impl.
Z
= value.AsVector128();
451
impl.
Z
= impl.Z.WithElement(column, value);
494
result.
Z
= left.Z + right.Z;
547
result.
Z
= Vector4.Transform(left.Z, in right);
567
result.
Z
= left.Z * value2;
588
result.
Z
= left.Z - right.Z;
606
result.
Z
= -impl.Z;
631
result.
Z
= vector;
650
result.
Z
= Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f);
668
result.
Z
= vector;
687
result.
Z
= z.AsVector128();
721
result.
Z
= Vector128.Create(m31, m32, m33, m34);
752
result.
Z
= axisZ;
783
result.
Z
= axisZ;
845
result.
Z
= axisZ;
907
result.
Z
= axisZ;
959
result.
Z
= Vector128.Create(
1044
result.
Z
= axisZ.WithElement(3, Vector128.Dot(axisZ, negativeCameraPosition));
1068
result.
Z
= Vector128.Create(0, 0, range, 0);
1092
result.
Z
= Vector128.Create(0, 0, range, 0);
1119
result.
Z
= Vector128.Create(0, 0, range, 0);
1151
result.
Z
= Vector128.Create(0, 0, range, 0);
1189
result.
Z
= Vector128.Create(0, 0, range, -1.0f);
1222
result.
Z
= Vector128.Create(0, 0, range, 1.0f);
1262
result.
Z
= Vector128.Create(0, 0, range, -1.0f);
1302
result.
Z
= Vector128.Create(0, 0, range, 1.0f);
1339
result.
Z
= Vector128.Create(
1381
result.
Z
= Vector128.Create(
1408
result.
Z
= Vector128.MultiplyAddEstimate(s, Vector128.Create(p.GetElement(2)), Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f));
1431
result.
Z
= Vector128.Create(0, -s, c, 0);
1458
result.
Z
= Vector128.Create(0, -s, c, 0);
1481
result.
Z
= Vector128.Create(s, 0, c, 0);
1508
result.
Z
= Vector128.Create(s, 0, c, 0);
1531
result.
Z
= Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f);
1558
result.
Z
= Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f);
1576
result.
Z
= Vector128.Create(0, 0, zScale, 0);
1595
result.
Z
= Vector128.Create(0, 0, zScale, 0);
1611
result.
Z
= Vector128.Create(0, 0, scales.Z, 0);
1628
result.
Z
= Vector128.Create(0, 0, scales.Z, 0);
1644
result.
Z
= Vector128.Create(0, 0, scale, 0);
1661
result.
Z
= Vector128.Create(0, 0, scale, 0);
1684
result.
Z
= Vector128.MultiplyAddEstimate(l, Vector128.Create(p.GetElement(2)), Vector128.Create(0, 0, dot, 0));
1700
result.
Z
= Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f);
1718
result.
Z
= Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f);
1750
result.
Z
= Vector128.Create(0f, 0f, minDepth - maxDepth, 0f);
1782
result.
Z
= Vector128.Create(0f, 0f, maxDepth - minDepth, 0f);
1805
result.
Z
= axisZ;
1836
&matTemp.
Z
,
2209
result.
Z
= vNaN;
2221
result.
Z
= C4 * vTemp;
2243
result.
Z
= Vector128.Lerp(left.Z, right.Z, vAmount);
2325
result.
Z
= Vector128.Create(
2367
result.
Z
= Vector128.ZipLower(upperXZ, upperYW); // x[2], y[2], z[2], w[2]
42 references to Z
System.Private.CoreLib (42)
src\runtime\src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (25)
190
(impl.
Z
== Vector128.Create(0.0f, 0.0f, 1.0f, 0.0f)) &&
237
readonly get => AsROImpl().
Z
.AsVector4();
287
return impl.
Z
.AsVector4();
403
return impl.
Z
.GetElement(column);
451
impl.Z = impl.
Z
.WithElement(column, value);
494
result.Z = left.
Z
+ right.
Z
;
513
&& (left.
Z
== right.
Z
)
529
|| (left.
Z
!= right.
Z
)
547
result.Z = Vector4.Transform(left.
Z
, in right);
567
result.Z = left.
Z
* value2;
588
result.Z = left.
Z
- right.
Z
;
606
result.Z = -impl.
Z
;
1841
*(vectorBasis[2]) = matrix.
Z
.WithElement(3, 0.0f);
2077
Vector128<float> row3 = matrix.
Z
;
2243
result.Z = Vector128.Lerp(left.
Z
, right.
Z
, vAmount);
2357
Vector128<float> z = matrix.
Z
;
2395
left.
Z
.Equals(right.
Z
) &&
2429
Vector128<float> z = impl.
Z
;
2503
return HashCode.Combine(impl.X, impl.Y, impl.
Z
, impl.W);
src\runtime\src\libraries\System.Private.CoreLib\src\System\Numerics\Quaternion.cs (14)
254
float trace = matrix.X.GetElement(0) + matrix.Y.GetElement(1) + matrix.
Z
.GetElement(2);
262
q = q.WithElement(0, (matrix.Y.GetElement(2) - matrix.
Z
.GetElement(1)) * invS);
263
q = q.WithElement(1, (matrix.
Z
.GetElement(0) - matrix.X.GetElement(2)) * invS);
269
if (matrix.X.GetElement(0) >= matrix.Y.GetElement(1) && matrix.X.GetElement(0) >= matrix.
Z
.GetElement(2))
271
float s = float.Sqrt(1.0f + matrix.X.GetElement(0) - matrix.Y.GetElement(1) - matrix.
Z
.GetElement(2));
275
q = q.WithElement(2, (matrix.X.GetElement(2) + matrix.
Z
.GetElement(0)) * invS);
276
q = q.WithElement(3, (matrix.Y.GetElement(2) - matrix.
Z
.GetElement(1)) * invS);
278
else if (matrix.Y.GetElement(1) > matrix.
Z
.GetElement(2))
280
float s = float.Sqrt(1.0f + matrix.Y.GetElement(1) - matrix.X.GetElement(0) - matrix.
Z
.GetElement(2));
284
q = q.WithElement(2, (matrix.
Z
.GetElement(1) + matrix.Y.GetElement(2)) * invS);
285
q = q.WithElement(3, (matrix.
Z
.GetElement(0) - matrix.X.GetElement(2)) * invS);
289
float s = float.Sqrt(1.0f + matrix.
Z
.GetElement(2) - matrix.X.GetElement(0) - matrix.Y.GetElement(1));
291
q = q.WithElement(0, (matrix.
Z
.GetElement(0) + matrix.X.GetElement(2)) * invS);
292
q = q.WithElement(1, (matrix.
Z
.GetElement(1) + matrix.Y.GetElement(2)) * invS);
src\runtime\src\libraries\System.Private.CoreLib\src\System\Numerics\Vector3.cs (2)
984
result = Vector128.MultiplyAddEstimate(matrix.
Z
, Vector128.Create(position.GetElement(2)), result);
1007
result = Vector128.MultiplyAddEstimate(matrix.
Z
, Vector128.Create(normal.GetElement(2)), result);
src\runtime\src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (1)
1060
result = Vector128.MultiplyAddEstimate(matrix.
Z
, Vector128.Create(vector.GetElement(2)), result);