[PATCH] Implement D3DXVec2Lerp with a test

David Adam DavidAdam at math.cnrs.fr
Sun Oct 14 13:31:58 CDT 2007


---
 dlls/d3dx8/tests/math.c |   10 ++++++++++
 include/d3dx8math.h     |    1 +
 include/d3dx8math.inl   |    9 +++++++++
 3 files changed, 20 insertions(+), 0 deletions(-)

diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index c0c9a35..083a5f5 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -88,6 +88,16 @@ static void D3X8Vector2Test(void)
     got =3D D3DXVec2LengthSq(NULL);
     ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", =
expected, got);
=20
+/*_______________D3DXVec2Lerp__________________________*/
+   expectedvec.x =3D 68.0f; expectedvec.y =3D -28.5f;
+   D3DXVec2Lerp(&gotvec,&u,&v,scale);
+   expect_vec(expectedvec,gotvec);
+   /* Tests the case NULL */
+    funcpointer =3D D3DXVec2Lerp(&gotvec,NULL,&v,scale);
+    ok(funcpointer =3D=3D NULL, "Expected: %p, Got: %p\n", NULL, funcpointe=
r);
+    funcpointer =3D D3DXVec2Lerp(NULL,NULL,NULL,scale);
+    ok(funcpointer =3D=3D NULL, "Expected: %p, Got: %p\n", NULL, funcpointe=
r);
+
 /*_______________D3DXVec2Maximize__________________________*/
    expectedvec.x =3D 3.0f; expectedvec.y =3D 9.0f;
    D3DXVec2Maximize(&gotvec,&u,&v);
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index d39563c..cb1753b 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -63,6 +63,7 @@ FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR=
2 *pv2);
 FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
 FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
 FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
+D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST =
D3DXVECTOR2 *pv2, FLOAT s);
 D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CO=
NST D3DXVECTOR2 *pv2);
 D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CO=
NST D3DXVECTOR2 *pv2);
 D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT =
s);
diff --git a/include/d3dx8math.inl b/include/d3dx8math.inl
index 81543c1..336ef5a 100644
--- a/include/d3dx8math.inl
+++ b/include/d3dx8math.inl
@@ -51,6 +51,14 @@ extern inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *p=
v)
     return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
 }
=20
+extern inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR=
2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
+{
+    if ( !pout || !pv1 || !pv2) return NULL;
+    pout->x =3D (1-s) * (pv1->x) + s * (pv2->x);
+    pout->y =3D (1-s) * (pv1->y) + s * (pv2->y);
+    return pout;
+}
+
 extern inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVE=
CTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pout || !pv1 || !pv2) return NULL;
@@ -66,6 +74,7 @@ extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *p=
out, CONST D3DXVECTOR2
     pout->y =3D min(pv1->y , pv2->y);
     return pout;
 }
+
 extern inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTO=
R2 *pv, FLOAT s)
 {
     if ( !pout || !pv) return NULL;
--=20
1.5.3.2


--=_2pxwb7jg3nms--



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