d3dx8: Implement D3DX*Dot with a test.
This commit is contained in:
parent
bf9a690dbc
commit
643bcd3e46
|
@ -28,10 +28,23 @@
|
|||
|
||||
static void D3X8QuaternionTest(void)
|
||||
{
|
||||
D3DXQUATERNION q;
|
||||
D3DXQUATERNION q, r;
|
||||
FLOAT expected, got;
|
||||
|
||||
q.x = 1.0f, q.y = 2.0f; q.z = 4.0f; q.w = 10.0f;
|
||||
r.x = -3.0f; r.y = 4.0f; r.z = -5.0f; r.w = 7.0;
|
||||
|
||||
/*_______________D3DXQuaternionDot______________________*/
|
||||
expected = 55.0f;
|
||||
got = D3DXQuaternionDot(&q,&r);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
/* Tests the case NULL */
|
||||
expected=0.0f;
|
||||
got = D3DXQuaternionDot(NULL,&r);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
expected=0.0f;
|
||||
got = D3DXQuaternionDot(NULL,NULL);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
|
||||
/*_______________D3DXQuaternionLength__________________________*/
|
||||
expected = 11.0f;
|
||||
|
@ -168,10 +181,23 @@ static void D3X8Vector2Test(void)
|
|||
|
||||
static void D3X8Vector3Test(void)
|
||||
{
|
||||
D3DXVECTOR3 u;
|
||||
D3DXVECTOR3 u, v;
|
||||
FLOAT expected, got;
|
||||
|
||||
u.x = 9.0f; u.y = 6.0f; u.z = 2.0f;
|
||||
v.x = 2.0f; v.y = -3.0f; v.z = -4.0;
|
||||
|
||||
/*_______________D3DXVec3Dot__________________________*/
|
||||
expected = -8.0f;
|
||||
got = D3DXVec3Dot(&u,&v);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
/* Tests the case NULL */
|
||||
expected=0.0f;
|
||||
got = D3DXVec3Dot(NULL,&v);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
expected=0.0f;
|
||||
got = D3DXVec3Dot(NULL,NULL);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
|
||||
/*_______________D3DXVec3Length__________________________*/
|
||||
expected = 11.0f;
|
||||
|
@ -194,10 +220,23 @@ static void D3X8Vector3Test(void)
|
|||
|
||||
static void D3X8Vector4Test(void)
|
||||
{
|
||||
D3DXVECTOR4 u;
|
||||
D3DXVECTOR4 u, v;
|
||||
FLOAT expected, got;
|
||||
|
||||
u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0;
|
||||
v.x = -3.0f; v.y = 4.0f; v.z = -5.0f; v.w = 7.0;
|
||||
|
||||
/*_______________D3DXVec4Dot__________________________*/
|
||||
expected = 55.0f;
|
||||
got = D3DXVec4Dot(&u,&v);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
/* Tests the case NULL */
|
||||
expected=0.0f;
|
||||
got = D3DXVec4Dot(NULL,&v);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
expected=0.0f;
|
||||
got = D3DXVec4Dot(NULL,NULL);
|
||||
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
|
||||
|
||||
/*_______________D3DXVec4Length__________________________*/
|
||||
expected = 11.0f;
|
||||
|
|
|
@ -95,6 +95,12 @@ static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
|
|||
|
||||
/*__________________D3DXVECTOR3_______________________*/
|
||||
|
||||
static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
|
||||
{
|
||||
if ( !pv1 || !pv2 ) return 0.0f;
|
||||
return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
|
||||
}
|
||||
|
||||
static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
|
||||
{
|
||||
if (!pv) return 0.0f;
|
||||
|
@ -109,6 +115,12 @@ static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
|
|||
|
||||
/*__________________D3DXVECTOR4_______________________*/
|
||||
|
||||
static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
|
||||
{
|
||||
if (!pv1 || !pv2 ) return 0.0f;
|
||||
return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w);
|
||||
}
|
||||
|
||||
static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
|
||||
{
|
||||
if (!pv) return 0.0f;
|
||||
|
@ -123,13 +135,19 @@ static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
|
|||
|
||||
/*__________________D3DXQUATERNION____________________*/
|
||||
|
||||
static inline FLOAT D3DXQuaternionLength( CONST D3DXQUATERNION *pq)
|
||||
static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
|
||||
{
|
||||
if ( !pq1 || !pq2 ) return 0.0f;
|
||||
return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w);
|
||||
}
|
||||
|
||||
static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq)
|
||||
{
|
||||
if (!pq) return 0.0f;
|
||||
return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) );
|
||||
}
|
||||
|
||||
static inline FLOAT D3DXQuaternionLengthSq( CONST D3DXQUATERNION *pq)
|
||||
static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq)
|
||||
{
|
||||
if (!pq) return 0.0f;
|
||||
return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w);
|
||||
|
|
Loading…
Reference in New Issue