/* * Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include "DebugOutput.h" namespace AZ::SceneAPI::Utilities { void DebugOutput::Write(const char* name, const char* data) { m_output += AZStd::string::format("\t%s: %s\n", name, data); } void DebugOutput::WriteArray(const char* name, const unsigned int* data, int size) { m_output += AZStd::string::format("\t%s: ", name); for (int index = 0; index < size; ++index) { m_output += AZStd::string::format("%d, ", data[index]); } m_output += AZStd::string::format("\n"); } void DebugOutput::Write(const char* name, const AZStd::string& data) { Write(name, data.c_str()); } void DebugOutput::Write(const char* name, double data) { m_output += AZStd::string::format("\t%s: %f\n", name, data); } void DebugOutput::Write(const char* name, uint64_t data) { m_output += AZStd::string::format("\t%s: %" PRIu64 "\n", name, data); } void DebugOutput::Write(const char* name, int64_t data) { m_output += AZStd::string::format("\t%s: %" PRId64 "\n", name, data); } void DebugOutput::Write(const char* name, const DataTypes::MatrixType& data) { AZ::Vector3 basisX{}; AZ::Vector3 basisY{}; AZ::Vector3 basisZ{}; AZ::Vector3 translation{}; data.GetBasisAndTranslation(&basisX, &basisY, &basisZ, &translation); m_output += AZStd::string::format("\t%s:\n", name); m_output += "\t"; Write("BasisX", basisX); m_output += "\t"; Write("BasisY", basisY); m_output += "\t"; Write("BasisZ", basisZ); m_output += "\t"; Write("Transl", translation); } void DebugOutput::Write(const char* name, bool data) { m_output += AZStd::string::format("\t%s: %s\n", name, data ? "true" : "false"); } void DebugOutput::Write(const char* name, Vector3 data) { m_output += AZStd::string::format("\t%s: <% f, % f, % f>\n", name, data.GetX(), data.GetY(), data.GetZ()); } void DebugOutput::Write(const char* name, AZStd::optional data) { if (data.has_value()) { Write(name, data.value()); } else { Write(name, "Not set"); } } void DebugOutput::Write(const char* name, AZStd::optional data) { if (data.has_value()) { Write(name, data.value()); } else { Write(name, "Not set"); } } void DebugOutput::Write(const char* name, AZStd::optional data) { if (data.has_value()) { Write(name, data.value()); } else { Write(name, "Not set"); } } const AZStd::string& DebugOutput::GetOutput() const { return m_output; } }