51 writes to Z
System.Private.CoreLib (51)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (3)
191
set => AsImpl().
Z
= value;
286
impl.
Z
= value;
402
impl.
Z
= impl.Z.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (48)
51
result.
Z
= left.Z + right.Z;
82
result.
Z
= left.Z * right;
95
result.
Z
= left.Z - right.Z;
108
result.
Z
= -value.Z;
139
result.
Z
= axisZ.AsVector4();
170
result.
Z
= axisZ.AsVector4();
231
result.
Z
= axisZ.AsVector4();
291
result.
Z
= axisZ.AsVector4();
332
result.
Z
= Vector4.Create(
374
result.
Z
= Vector4.Create(axisZ, Vector3.Dot(axisZ, negativeCameraPosition));
392
result.
Z
= Vector4.Create(0, 0, range, 0);
410
result.
Z
= Vector4.Create(0, 0, range, 0);
430
result.
Z
= Vector4.Create(0, 0, range, 0);
455
result.
Z
= Vector4.Create(0, 0, range, 0);
483
result.
Z
= Vector4.Create(0, 0, range, -1.0f);
506
result.
Z
= Vector4.Create(0, 0, range, 1.0f);
533
result.
Z
= Vector4.Create(0, 0, range, -1.0f);
560
result.
Z
= Vector4.Create(0, 0, range, 1.0f);
585
result.
Z
= Vector4.Create(
615
result.
Z
= Vector4.Create(
639
result.
Z
= Vector4.MultiplyAddEstimate(Vector4.Create(p.Z), s, Vector4.UnitZ);
659
result.
Z
= Vector4.Create(0, -s, c, 0);
682
result.
Z
= Vector4.Create(0, -s, c, 0);
702
result.
Z
= Vector4.Create(s, 0, c, 0);
725
result.
Z
= Vector4.Create(s, 0, c, 0);
745
result.
Z
= Vector4.UnitZ;
768
result.
Z
= Vector4.UnitZ;
781
result.
Z
= Vector4.Create(0, 0, scaleZ, 0);
794
result.
Z
= Vector4.Create(0, 0, scaleZ, 0);
807
result.
Z
= Vector4.Create(0, 0, scales.Z, 0);
820
result.
Z
= Vector4.Create(0, 0, scales.Z, 0);
833
result.
Z
= Vector4.Create(0, 0, scale, 0);
846
result.
Z
= Vector4.Create(0, 0, scale, 0);
865
result.
Z
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.Z), Vector4.Create(0, 0, dot, 0));
878
result.
Z
= Vector4.UnitZ;
891
result.
Z
= Vector4.UnitZ;
909
result.
Z
= Vector4.Create(0f, 0f, minDepth - maxDepth, 0f);
926
result.
Z
= Vector4.Create(0f, 0f, maxDepth - minDepth, 0f);
943
result.
Z
= axisZ.AsVector4();
965
(Vector3*)&matTemp.
Z
,
1293
result.
Z
= vNaN;
1305
result.
Z
= (C4 * vTemp).AsVector4();
1431
result.
Z
= vNaN;
1484
result.
Z
= Vector4.Lerp(left.Z, right.Z, amount);
1536
result.
Z
= Vector4.Create(
1574
result.
Z
= AdvSimd.Arm64.ZipLow(upperXZ, upperYW).AsVector4(); // x[2], y[2], z[2], w[2]
1591
result.
Z
= Sse.UnpackLow(upperXZ, upperYW).AsVector4(); // x[2], y[2], z[2], w[2]
1598
result.
Z
= Vector4.Create(matrix.X.Z, matrix.Y.Z, matrix.Z.Z, matrix.W.Z);
49 references to Z
System.Private.CoreLib (49)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.cs (4)
188
readonly get => AsROImpl().
Z
;
238
return impl.
Z
;
354
return impl.
Z
.GetElement(column);
402
impl.Z = impl.
Z
.WithElement(column, value);
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (45)
51
result.Z = left.
Z
+ right.
Z
;
62
&& (left.
Z
== right.
Z
)
71
|| (left.
Z
!= right.
Z
)
82
result.Z = left.
Z
* right;
95
result.Z = left.
Z
- right.
Z
;
108
result.Z = -value.
Z
;
970
*(vectorBasis[2]) = matrix.
Z
.AsVector3();
1161
Vector128<float> row3 = matrix.
Z
.AsVector128();
1408
float i = matrix.
Z
.X, j = matrix.
Z
.Y, k = matrix.
Z
.Z, l = matrix.
Z
.W;
1441
result.
Z
.X = a13 * invDet;
1446
result.
Z
.Y = -(a * jp_ln - b * ip_lm + d * in_jm) * invDet;
1458
result.
Z
.Z = +(a * fp_hn - b * ep_hm + d * en_fm) * invDet;
1470
result.
Z
.W = -(a * fl_hj - b * el_hi + d * ej_fi) * invDet;
1484
result.Z = Vector4.Lerp(left.
Z
, right.
Z
, amount);
1537
value.
Z
.X * q11 + value.
Z
.Y * q21 + value.
Z
.Z * q31,
1538
value.
Z
.X * q12 + value.
Z
.Y * q22 + value.
Z
.Z * q32,
1539
value.
Z
.X * q13 + value.
Z
.Y * q23 + value.
Z
.Z * q33,
1540
value.
Z
.W
1564
Vector128<float> z = matrix.
Z
.AsVector128();
1581
Vector128<float> z = matrix.
Z
.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);
1617
&&
Z
.Equals(other.
Z
)
1653
float i =
Z
.X, j =
Z
.Y, k =
Z
.Z, l =
Z
.W;
1670
public override readonly int GetHashCode() => HashCode.Combine(X, Y,
Z
, W);