d3dx8: Implement D3DXVec2Maximize with a test.
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@ -87,6 +87,17 @@ static void D3X8Vector2Test(void)
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got = D3DXVec2LengthSq(NULL);
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got = D3DXVec2LengthSq(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/*_______________D3DXVec2Maximize__________________________*/
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expectedvec.x = 3.0f; expectedvec.y = 9.0f;
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/*gotvec.x=0.0f; gotvec.y=0.0f;*/
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D3DXVec2Maximize(&gotvec,&u,&v);
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expect_vec(expectedvec,gotvec);
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/* Tests the case NULL */
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funcpointer = D3DXVec2Maximize(&gotvec,NULL,&v);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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funcpointer = D3DXVec2Maximize(NULL,NULL,NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXVec2Minimize__________________________*/
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/*_______________D3DXVec2Minimize__________________________*/
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expectedvec.x = -7.0f; expectedvec.y = 4.0f;
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expectedvec.x = -7.0f; expectedvec.y = 4.0f;
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/*vecgot.x=0.0f; vecgot.y=0.0f;*/
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/*vecgot.x=0.0f; vecgot.y=0.0f;*/
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@ -63,6 +63,7 @@ FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
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FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
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FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
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FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
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D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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@ -51,6 +51,14 @@ extern inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
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return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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}
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}
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extern inline D3DXVECTOR2* D3DXVec2Maximize(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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pout->x = max(pv1->x , pv2->x);
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pout->y = max(pv1->y , pv2->y);
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return pout;
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}
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extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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if ( !pout || !pv1 || !pv2) return NULL;
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