d3dx8: Implement D3DX*Length with a test.
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@ -26,6 +26,23 @@
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#define expect_vec(expectedvec,gotvec) ok((fabs(expectedvec.x-gotvec.x)<admitted_error)&&(fabs(expectedvec.y-gotvec.y)<admitted_error),"Expected Vector= (%f, %f)\n , Got Vector= (%f, %f)\n", expectedvec.x, expectedvec.y, gotvec.x, gotvec.y);
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static void D3X8QuaternionTest(void)
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{
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D3DXQUATERNION q;
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FLOAT expected, got;
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q.x = 1.0f, q.y = 2.0f; q.z = 4.0f; q.w = 10.0f;
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/*_______________D3DXQuaternionLength__________________________*/
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expected = 11.0f;
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got = D3DXQuaternionLength(&q);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/* Tests the case NULL */
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expected=0.0f;
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got = D3DXQuaternionLength(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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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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@ -140,7 +157,44 @@ static void D3X8Vector2Test(void)
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}
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static void D3X8Vector3Test(void)
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{
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D3DXVECTOR3 u;
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FLOAT expected, got;
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u.x = 9.0f; u.y = 6.0f; u.z = 2.0f;
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/*_______________D3DXVec3Length__________________________*/
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expected = 11.0f;
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got = D3DXVec3Length(&u);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/* Tests the case NULL */
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expected=0.0f;
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got = D3DXVec3Length(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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}
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static void D3X8Vector4Test(void)
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{
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D3DXVECTOR4 u;
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FLOAT expected, got;
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u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0;
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/*_______________D3DXVec4Length__________________________*/
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expected = 11.0f;
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got = D3DXVec4Length(&u);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/* Tests the case NULL */
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expected=0.0f;
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got = D3DXVec4Length(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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}
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START_TEST(math)
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{
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D3X8QuaternionTest();
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D3X8Vector2Test();
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D3X8Vector3Test();
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D3X8Vector4Test();
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}
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@ -19,6 +19,8 @@
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#ifndef __D3DX8MATH_INL__
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#define __D3DX8MATH_INL__
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/*_______________D3DXVECTOR2________________________*/
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static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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@ -91,4 +93,32 @@ static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
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return pout;
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}
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/*__________________D3DXVECTOR3_______________________*/
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static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) );
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}
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/*__________________D3DXVECTOR4_______________________*/
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static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) );
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}
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/*__________________D3DXQUATERNION____________________*/
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static inline FLOAT D3DXQuaternionLength( CONST D3DXQUATERNION *pq)
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{
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if (!pq) return 0.0f;
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return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) );
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}
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#endif
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