d3dx8: Implement D3DX*Normalize.
This commit is contained in:
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9a04b754e9
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50ae1e3623
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@ -9,7 +9,8 @@ EXTRALIBS = -ldxguid -luuid
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C_SRCS = \
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d3dx8_main.c \
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d3dxbuffer.c
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d3dxbuffer.c \
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math.c
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@MAKE_DLL_RULES@
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@ -1,11 +1,11 @@
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@ stub D3DXVec2Normalize
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@ stdcall D3DXVec2Normalize(ptr ptr)
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@ stub D3DXVec2Hermite
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@ stub D3DXVec2CatmullRom
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@ stub D3DXVec2BaryCentric
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@ stub D3DXVec2Transform
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@ stub D3DXVec2TransformCoord
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@ stub D3DXVec2TransformNormal
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@ stub D3DXVec3Normalize
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@ stdcall D3DXVec3Normalize(ptr ptr)
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@ stub D3DXVec3Hermite
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@ stub D3DXVec3CatmullRom
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@ stub D3DXVec3BaryCentric
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@ -15,7 +15,7 @@
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@ stub D3DXVec3Project
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@ stub D3DXVec3Unproject
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@ stub D3DXVec4Cross
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@ stub D3DXVec4Normalize
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@ stdcall D3DXVec4Normalize(ptr ptr)
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@ stub D3DXVec4Hermite
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@ stub D3DXVec4CatmullRom
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@ stub D3DXVec4BaryCentric
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@ -53,7 +53,7 @@
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@ stub D3DXQuaternionRotationAxis
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@ stub D3DXQuaternionRotationYawPitchRoll
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@ stub D3DXQuaternionMultiply
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@ stub D3DXQuaternionNormalize
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stub D3DXQuaternionInverse
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@ stub D3DXQuaternionLn
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@ stub D3DXQuaternionExp
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@ -0,0 +1,119 @@
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/*
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* Copyright 2007 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <assert.h>
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "d3dx8.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
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/*_________________D3DXQUATERNION________________*/
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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FLOAT norm;
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norm = D3DXQuaternionLength(pq);
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if ( !norm )
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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pout->w = 0.0f;
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}
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else
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{
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pout->x = pq->x / norm;
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pout->y = pq->y / norm;
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pout->z = pq->z / norm;
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pout->w = pq->w / norm;
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}
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return pout;
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}
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/*_________________D3DXVec2_____________________*/
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
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{
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FLOAT norm;
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norm = D3DXVec2Length(pv);
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if ( !norm )
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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}
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else
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{
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pout->x = pv->x / norm;
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pout->y = pv->y / norm;
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}
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return pout;
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}
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/*_________________D3DXVec3_____________________*/
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
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{
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FLOAT norm;
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norm = D3DXVec3Length(pv);
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if ( !norm )
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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}
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else
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{
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pout->x = pv->x / norm;
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pout->y = pv->y / norm;
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pout->z = pv->z / norm;
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}
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return pout;
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}
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/*_________________D3DXVec4_____________________*/
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
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{
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FLOAT norm;
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norm = D3DXVec4Length(pv);
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if ( !norm )
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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pout->w = 0.0f;
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}
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else
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{
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pout->x = pv->x / norm;
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pout->y = pv->y / norm;
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pout->z = pv->z / norm;
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pout->w = pv->w / norm;
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}
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return pout;
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}
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@ -3,7 +3,7 @@ TOPOBJDIR = ../../..
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SRCDIR = @srcdir@
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VPATH = @srcdir@
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TESTDLL = d3dx8.dll
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IMPORTS = kernel32
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IMPORTS = d3dx8 kernel32
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EXTRALIBS = -ldxguid
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CTESTS = math.c
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@ -17,8 +17,7 @@
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*/
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#include <assert.h>
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#include "d3dx8math.h"
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#include "d3dx8math.inl"
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#include "d3dx8.h"
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#include "wine/test.h"
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@ -147,8 +146,6 @@ static void D3DXMatrixTest(void)
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ok(expected == got, "Expected : %d, Got : %d\n", expected, got);
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}
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static void D3DXPlaneTest(void)
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{
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D3DXPLANE plane;
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@ -194,11 +191,12 @@ static void D3DXPlaneTest(void)
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static void D3X8QuaternionTest(void)
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{
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D3DXQUATERNION expectedquat, gotquat, q, r, s;
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D3DXQUATERNION expectedquat, gotquat, nul, q, r, s;
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LPD3DXQUATERNION funcpointer;
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FLOAT expected, got;
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BOOL expectedbool, gotbool;
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nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
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q.x = 1.0f, q.y = 2.0f; q.z = 4.0f; q.w = 10.0f;
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r.x = -3.0f; r.y = 4.0f; r.z = -5.0f; r.w = 7.0;
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@ -262,14 +260,24 @@ static void D3X8QuaternionTest(void)
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expected=0.0f;
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got = D3DXQuaternionLengthSq(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/*_______________D3DXQuaternionNormalize________________________*/
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expectedquat.x = 1.0f/11.0f; expectedquat.y = 2.0f/11.0f; expectedquat.z = 4.0f/11.0f; expectedquat.w = 10.0f/11.0f;
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D3DXQuaternionNormalize(&gotquat,&q);
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expect_vec4(expectedquat,gotquat);
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/* Test the nul quaternion */
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
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D3DXQuaternionNormalize(&gotquat,&nul);
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expect_vec4(expectedquat,gotquat);
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}
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static void D3X8Vector2Test(void)
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{
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D3DXVECTOR2 expectedvec, gotvec, u, v;
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D3DXVECTOR2 expectedvec, gotvec, nul, u, v;
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LPD3DXVECTOR2 funcpointer;
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FLOAT expected, got, scale;
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nul.x = 0.0f; nul.y = 0.0f;
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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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scale = -6.5f;
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@ -347,15 +355,24 @@ static void D3X8Vector2Test(void)
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec2Minimize__________________________*/
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expectedvec.x = -7.0f; expectedvec.y = 4.0f;
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D3DXVec2Minimize(&gotvec,&u,&v);
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expect_vec(expectedvec,gotvec);
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/* Tests the case NULL */
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expectedvec.x = -7.0f; expectedvec.y = 4.0f;
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D3DXVec2Minimize(&gotvec,&u,&v);
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expect_vec(expectedvec,gotvec);
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/* Tests the case NULL */
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funcpointer = D3DXVec2Minimize(&gotvec,NULL,&v);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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funcpointer = D3DXVec2Minimize(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec2Normalize_________________________*/
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expectedvec.x = 0.6f; expectedvec.y = 0.8f;
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D3DXVec2Normalize(&gotvec,&u);
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expect_vec(expectedvec,gotvec);
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/* Test the nul vector */
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expectedvec.x = 0.0f; expectedvec.y = 0.0f;
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D3DXVec2Normalize(&gotvec,&nul);
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expect_vec(expectedvec,gotvec);
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/*_______________D3DXVec2Scale____________________________*/
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expectedvec.x = -19.5f; expectedvec.y = -26.0f;
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D3DXVec2Scale(&gotvec,&u,scale);
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@ -380,10 +397,11 @@ static void D3X8Vector2Test(void)
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static void D3X8Vector3Test(void)
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{
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D3DXVECTOR3 expectedvec, gotvec, u, v;
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D3DXVECTOR3 expectedvec, gotvec, nul, u, v;
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LPD3DXVECTOR3 funcpointer;
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FLOAT expected, got, scale;
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nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f;
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u.x = 9.0f; u.y = 6.0f; u.z = 2.0f;
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v.x = 2.0f; v.y = -3.0f; v.z = -4.0;
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scale = -6.5f;
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funcpointer = D3DXVec3Minimize(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec3Normalize_________________________*/
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expectedvec.x = 9.0f/11.0f; expectedvec.y = 6.0f/11.0f; expectedvec.z = 2.0f/11.0f;
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D3DXVec3Normalize(&gotvec,&u);
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expect_vec3(expectedvec,gotvec);
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/* Test the nul vector */
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expectedvec.x = 0.0f; expectedvec.y = 0.0f; expectedvec.z = 0.0f;
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D3DXVec3Normalize(&gotvec,&nul);
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expect_vec3(expectedvec,gotvec);
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/*_______________D3DXVec3Scale____________________________*/
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expectedvec.x = -58.5f; expectedvec.y = -39.0f; expectedvec.z = -13.0f;
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D3DXVec3Scale(&gotvec,&u,scale);
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@ -491,13 +518,14 @@ static void D3X8Vector3Test(void)
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static void D3X8Vector4Test(void)
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{
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D3DXVECTOR4 expectedvec, gotvec, u, v;
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D3DXVECTOR4 expectedvec, gotvec, nul, u, v;
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LPD3DXVECTOR4 funcpointer;
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FLOAT expected, got, scale;
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scale = -6.5f;
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nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
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u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0;
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v.x = -3.0f; v.y = 4.0f; v.z = -5.0f; v.w = 7.0;
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scale = -6.5f;
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/*_______________D3DXVec4Add__________________________*/
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expectedvec.x = -2.0f; expectedvec.y = 6.0f; expectedvec.z = -1.0f; expectedvec.w = 17.0f;
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funcpointer = D3DXVec4Minimize(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec4Normalize_________________________*/
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expectedvec.x = 1.0f/11.0f; expectedvec.y = 2.0f/11.0f; expectedvec.z = 4.0f/11.0f; expectedvec.w = 10.0f/11.0f;
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D3DXVec4Normalize(&gotvec,&u);
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expect_vec4(expectedvec,gotvec);
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/* Test the nul vector */
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expectedvec.x = 0.0f; expectedvec.y = 0.0f; expectedvec.z = 0.0f; expectedvec.w = 0.0f;
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D3DXVec4Normalize(&gotvec,&nul);
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expect_vec4(expectedvec,gotvec);
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/*_______________D3DXVec4Scale____________________________*/
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expectedvec.x = -6.5f; expectedvec.y = -13.0f; expectedvec.z = -26.0f; expectedvec.w = -65.0f;
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D3DXVec4Scale(&gotvec,&u,scale);
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@ -58,6 +58,14 @@ typedef struct D3DXCOLOR
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
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#include <d3dx8math.inl>
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#endif /* __D3DX8MATH_H__ */
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