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o3de/Code/Tools/SceneAPI/SceneCore/Utilities/DebugOutput.cpp

120 lines
3.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
* 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<bool> data)
{
if (data.has_value())
{
Write(name, data.value());
}
else
{
Write(name, "Not set");
}
}
void DebugOutput::Write(const char* name, AZStd::optional<float> data)
{
if (data.has_value())
{
Write(name, data.value());
}
else
{
Write(name, "Not set");
}
}
void DebugOutput::Write(const char* name, AZStd::optional<AZ::Vector3> data)
{
if (data.has_value())
{
Write(name, data.value());
}
else
{
Write(name, "Not set");
}
}
const AZStd::string& DebugOutput::GetOutput() const
{
return m_output;
}
}