d3dx8: Implement D3DXVec3Cross.
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9657611878
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@ -203,6 +203,15 @@ static void D3X8Vector3Test(void)
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funcpointer = D3DXVec3Add(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec3Cross________________________*/
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expectedvec.x = -18.0f; expectedvec.y = 40.0f; expectedvec.z = -30.0f;
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D3DXVec3Cross(&gotvec,&u,&v);
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/* Tests the case NULL */
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funcpointer = D3DXVec3Cross(&gotvec,NULL,&v);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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funcpointer = D3DXVec3Cross(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec3Dot__________________________*/
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expected = -8.0f;
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got = D3DXVec3Dot(&u,&v);
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@ -104,6 +104,15 @@ static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1
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return pout;
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}
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static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y);
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pout->y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z);
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pout->z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x);
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return pout;
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}
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static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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{
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if ( !pv1 || !pv2 ) return 0.0f;
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