Commit 28276e8f authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXVec2Minimize with a test.

parent 43d13935
...@@ -87,6 +87,17 @@ static void D3X8Vector2Test(void) ...@@ -87,6 +87,17 @@ static void D3X8Vector2Test(void)
got = D3DXVec2LengthSq(NULL); got = D3DXVec2LengthSq(NULL);
ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got); ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
/*_______________D3DXVec2Minimize__________________________*/
expectedvec.x = -7.0f; expectedvec.y = 4.0f;
/*vecgot.x=0.0f; vecgot.y=0.0f;*/
D3DXVec2Minimize(&gotvec,&u,&v);
expect_vec(expectedvec,gotvec);
/* Tests the case NULL */
funcpointer = D3DXVec2Minimize(&gotvec,NULL,&v);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
funcpointer = D3DXVec2Minimize(NULL,NULL,NULL);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXVec2Subtract__________________________*/ /*_______________D3DXVec2Subtract__________________________*/
expectedvec.x = 10.0f; expectedvec.y = -5.0f; expectedvec.x = 10.0f; expectedvec.y = -5.0f;
D3DXVec2Subtract(&gotvec,&u,&v); D3DXVec2Subtract(&gotvec,&u,&v);
......
...@@ -63,6 +63,7 @@ FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2); ...@@ -63,6 +63,7 @@ FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2); FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv); FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv); FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2); D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
#endif /* __D3DX8MATH_H__ */ #endif /* __D3DX8MATH_H__ */
...@@ -51,6 +51,14 @@ extern inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv) ...@@ -51,6 +51,14 @@ extern inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
return( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
} }
extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = min(pv1->x , pv2->x);
pout->y = min(pv1->y , pv2->y);
return pout;
}
extern inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) extern inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{ {
if ( !pout || !pv1 || !pv2) return NULL; if ( !pout || !pv1 || !pv2) return NULL;
......
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