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