Commit 1fa3abe7 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXVec2Dot with a test.

parent d404ec8c
......@@ -26,10 +26,23 @@
static void D3X8Vector2Test(void)
{
D3DXVECTOR2 u;
D3DXVECTOR2 u,v;
FLOAT expected, got;
u.x=3.0f; u.y=4.0f;
v.x=-7.0f; v.y=9.0f;
/*_______________D3DXVec2Dot__________________________*/
expected = 15.0f;
got = D3DXVec2Dot(&u,&v);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
/* Tests the case NULL */
expected=0.0f;
got = D3DXVec2Dot(NULL,&v);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
expected=0.0f;
got = D3DXVec2Dot(NULL,NULL);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
/*_______________D3DXVec2Length__________________________*/
expected = 5.0f;
......@@ -37,17 +50,16 @@ static void D3X8Vector2Test(void)
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
/* Tests the case NULL */
expected=0.0f;
got= D3DXVec2Length(NULL);
got = D3DXVec2Length(NULL);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
/*_______________D3DXVec2LengthSq________________________*/
expected = 25.0f;
got = D3DXVec2LengthSq(&u);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
/* Tests the case NULL */
expected=0.0f;
got= D3DXVec2LengthSq(NULL);
got = D3DXVec2LengthSq(NULL);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
}
......
......@@ -58,6 +58,7 @@ typedef struct D3DXCOLOR
FLOAT r, g, b, a;
} D3DXCOLOR, *LPD3DXCOLOR;
FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
......
......@@ -19,6 +19,12 @@
#ifndef __D3DX8MATH_INL__
#define __D3DX8MATH_INL__
extern inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pv1 || !pv2) return 0.0f;
return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
}
extern inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
{
if (!pv) return 0.0f;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment