TEST( Vector3, exchangingDataWithDX )
{
   Vector dxVec( 1, 2, 3 );
   const Vector& castDxVec = ( const Vector& )(dxVec);
   CPPUNIT_ASSERT_EQUAL( 1.0f, castDxVec[0] );
   CPPUNIT_ASSERT_EQUAL( 2.0f, castDxVec[1] );
   CPPUNIT_ASSERT_EQUAL( 3.0f, castDxVec[2] );

   // now go the other way around
   Vector tamyVec( 5, 6, 7 );
   const Vector& castTamyVec = ( const Vector& )(tamyVec);
   CPPUNIT_ASSERT_EQUAL( 5.0f, castTamyVec[0] );
   CPPUNIT_ASSERT_EQUAL( 6.0f, castTamyVec[1] );
   CPPUNIT_ASSERT_EQUAL( 7.0f, castTamyVec[2] );
}
TEST( Vector4, exchangingDataWithDX )
{
   D3DXVECTOR4 dxVec( 1, 2, 3, 4 );
   const Vector& castDxVec = (const Vector& )(dxVec);
   CPPUNIT_ASSERT_EQUAL( 1.0f, castDxVec[0] );
   CPPUNIT_ASSERT_EQUAL( 2.0f, castDxVec[1] );
   CPPUNIT_ASSERT_EQUAL( 3.0f, castDxVec[2] );
   CPPUNIT_ASSERT_EQUAL( 4.0f, castDxVec[3] );

   // now go the other way around
   Vector tamyVec( 5, 6, 7, 8 );
   const D3DXVECTOR4& castTamyVec = ( const D3DXVECTOR4& )(tamyVec);
   CPPUNIT_ASSERT_EQUAL( 5.0f, castTamyVec[0] );
   CPPUNIT_ASSERT_EQUAL( 6.0f, castTamyVec[1] );
   CPPUNIT_ASSERT_EQUAL( 7.0f, castTamyVec[2] );
   CPPUNIT_ASSERT_EQUAL( 8.0f, castTamyVec[3] );
}
Beispiel #3
0
D3DXVECTOR3	DXVector(const PAVECTOR& v)
{
	D3DXVECTOR3 dxVec(v.x, v.y, v.z);
	return dxVec;
}