d3dx8: Implement D3DXVec2Dot with a test.
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@ -26,10 +26,23 @@
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static void D3X8Vector2Test(void)
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{
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D3DXVECTOR2 u;
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D3DXVECTOR2 u,v;
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FLOAT expected, got;
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u.x=3.0f; u.y=4.0f;
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v.x=-7.0f; v.y=9.0f;
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/*_______________D3DXVec2Dot__________________________*/
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expected = 15.0f;
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got = D3DXVec2Dot(&u,&v);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/* Tests the case NULL */
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expected=0.0f;
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got = D3DXVec2Dot(NULL,&v);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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expected=0.0f;
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got = D3DXVec2Dot(NULL,NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/*_______________D3DXVec2Length__________________________*/
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expected = 5.0f;
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@ -40,7 +53,6 @@ static void D3X8Vector2Test(void)
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got = D3DXVec2Length(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/*_______________D3DXVec2LengthSq________________________*/
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expected = 25.0f;
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got = D3DXVec2LengthSq(&u);
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@ -58,6 +58,7 @@ typedef struct D3DXCOLOR
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
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FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
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@ -19,6 +19,12 @@
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#ifndef __D3DX8MATH_INL__
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#define __D3DX8MATH_INL__
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extern inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pv1 || !pv2) return 0.0f;
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return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
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}
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extern inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
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{
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if (!pv) return 0.0f;
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