d3dx8: Implement D3DXPlaneDotCoord.
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@ -49,6 +49,17 @@ static void D3DXPlaneTest(void)
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expected = 0.0f;
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got = D3DXPlaneDot(NULL,NULL),
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ok( expected == got, "Expected : %f, Got : %f\n",expected, got);
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/*_______________D3DXPlaneDotCoord________________*/
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expected = -28.0f;
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got = D3DXPlaneDotCoord(&plane,&vec),
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ok( expected == got, "Expected : %f, Got : %f\n",expected, got);
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expected = 0.0f;
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got = D3DXPlaneDotCoord(NULL,&vec),
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ok( expected == got, "Expected : %f, Got : %f\n",expected, got);
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expected = 0.0f;
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got = D3DXPlaneDotCoord(NULL,NULL),
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ok( expected == got, "Expected : %f, Got : %f\n",expected, got);
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}
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static void D3X8QuaternionTest(void)
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@ -258,12 +258,18 @@ static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4
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/*__________________D3DXQUATERNION____________________*/
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static inline FLOAT D3DXPlaneDot( CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
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static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
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{
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if ( !pp || !pv ) return 0.0f;
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return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) );
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}
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static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
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{
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if ( !pp || !pv ) return 0.0f;
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return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) );
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}
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/*__________________D3DXQUATERNION____________________*/
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static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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