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d3dx8: Implement D3DX*LengthSq.
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@ -41,6 +41,15 @@ static void D3X8QuaternionTest(void)
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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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/*_______________D3DXQuaternionLengthSq________________________*/
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expected = 121.0f;
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got = D3DXQuaternionLengthSq(&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 = D3DXQuaternionLengthSq(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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@ -172,6 +181,15 @@ static void D3X8Vector3Test(void)
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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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/*_______________D3DXVec3LengthSq________________________*/
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expected = 121.0f;
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got = D3DXVec3LengthSq(&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 = D3DXVec3LengthSq(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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@ -189,6 +207,15 @@ static void D3X8Vector4Test(void)
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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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/*_______________D3DXVec4LengthSq________________________*/
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expected = 121.0f;
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got = D3DXVec4LengthSq(&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 = D3DXVec4LengthSq(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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@ -101,6 +101,12 @@ static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
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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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static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
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{
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if (!pv) return 0.0f;
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return (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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@ -109,6 +115,11 @@ static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
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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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static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
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{
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if (!pv) return 0.0f;
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return (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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@ -118,7 +129,10 @@ static inline FLOAT D3DXQuaternionLength( CONST D3DXQUATERNION *pq)
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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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static inline FLOAT D3DXQuaternionLengthSq( CONST D3DXQUATERNION *pq)
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{
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if (!pq) return 0.0f;
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return (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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