d3dx8: Implement D3DX*Minimize.
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@ -253,6 +253,16 @@ static void D3X8Vector3Test(void)
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funcpointer = D3DXVec3Maximize(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec3Minimize__________________________*/
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expectedvec.x = 2.0f; expectedvec.y = -3.0f; expectedvec.z = -4.0f;
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D3DXVec3Minimize(&gotvec,&u,&v);
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expect_vec3(expectedvec,gotvec);
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/* Tests the case NULL */
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funcpointer = D3DXVec3Minimize(&gotvec,NULL,&v);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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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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/*_______________D3DXVec3Subtract_______________________*/
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expectedvec.x = 7.0f; expectedvec.y = 9.0f; expectedvec.z = 6.0f;
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D3DXVec3Subtract(&gotvec,&u,&v);
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@ -335,6 +345,16 @@ static void D3X8Vector4Test(void)
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funcpointer = D3DXVec4Maximize(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec4Minimize__________________________*/
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expectedvec.x = -3.0f; expectedvec.y = 2.0f; expectedvec.z = -5.0f; expectedvec.w = 7.0;
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D3DXVec4Minimize(&gotvec,&u,&v);
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expect_vec4(expectedvec,gotvec);
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/* Tests the case NULL */
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funcpointer = D3DXVec4Minimize(&gotvec,NULL,&v);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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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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/*_______________D3DXVec4Subtract__________________________*/
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expectedvec.x = 4.0f; expectedvec.y = -2.0f; expectedvec.z = 9.0f; expectedvec.w = 3.0f;
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D3DXVec4Subtract(&gotvec,&u,&v);
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@ -140,6 +140,15 @@ static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
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return pout;
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}
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static inline D3DXVECTOR3* D3DXVec3Minimize(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 = min(pv1->x , pv2->x);
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pout->y = min(pv1->y , pv2->y);
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pout->z = min(pv1->z , pv2->z);
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return pout;
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}
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static inline D3DXVECTOR3* D3DXVec3Subtract(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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@ -199,6 +208,16 @@ static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4
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return pout;
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}
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static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = min(pv1->x , pv2->x);
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pout->y = min(pv1->y , pv2->y);
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pout->z = min(pv1->z , pv2->z);
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pout->w = min(pv1->w , pv2->w);
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return pout;
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}
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static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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