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d3drm: Implement D3DRMVectorCrossProduct.
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@ -9,7 +9,7 @@
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@ stub D3DRMQuaternionMultiply
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@ stub D3DRMQuaternionSlerp
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@ stdcall D3DRMVectorAdd(ptr ptr ptr)
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@ stub D3DRMVectorCrossProduct
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@ stdcall D3DRMVectorCrossProduct(ptr ptr ptr)
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@ stub D3DRMVectorDotProduct
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@ stub D3DRMVectorModulus
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@ stub D3DRMVectorNormalize
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@ -49,3 +49,12 @@ LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTO
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d->z=s1->z - s2->z;
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return d;
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}
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/* Cross Product of Two Vectors */
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LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
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{
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d->x=s1->y * s2->z - s1->z * s2->y;
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d->y=s1->z * s2->x - s1->x * s2->z;
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d->z=s1->x * s2->y - s1->y * s2->x;
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return d;
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}
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@ -46,6 +46,11 @@ void VectorTest(void)
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D3DRMVectorSubtract(&r,&u,&v);
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e.x=-2.0;e.y=-2.0;e.z=1.0;
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expect_vec(e,r);
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/*_______________________VectorCrossProduct_______________________*/
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D3DRMVectorCrossProduct(&r,&u,&v);
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e.x=-4.0;e.y=4.0;e.z=0.0;
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expect_vec(e,r);
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}
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START_TEST(vector)
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