No need for bespoke macros

pull/3232/head
Malcolm Tyrrell 2020-05-14 17:46:33 +01:00
parent 6be0ce1ec9
commit bcca3a0d79
7 changed files with 16 additions and 22 deletions

View File

@ -428,7 +428,7 @@ bool ReadScope(TokenList& output_tokens, const char* input, const char*& cursor,
void TokenizeBinary(TokenList& output_tokens, const char* input, size_t length)
{
ai_assert(input);
ASSIMP_FBX_LOG_DEBUG("Tokenizing binary FBX file");
ASSIMP_LOG_DEBUG("Tokenizing binary FBX file");
if(length < 0x1b) {
TokenizeError("file is too short",0);
@ -453,7 +453,7 @@ void TokenizeBinary(TokenList& output_tokens, const char* input, size_t length)
/*Result ignored*/ ReadByte(input, cursor, input + length);
/*Result ignored*/ ReadByte(input, cursor, input + length);
const uint32_t version = ReadWord(input, cursor, input + length);
ASSIMP_FBX_LOG_DEBUG_F("FBX version: ", version);
ASSIMP_LOG_DEBUG_F("FBX version: ", version);
const bool is64bits = version >= 7500;
const char *end = input + length;
while (cursor < end ) {

View File

@ -75,10 +75,4 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# endif
#endif
#ifndef ASSIMP_FBX_LOG_DEBUG
// These require the DefaultLogger header.
#define ASSIMP_FBX_LOG_DEBUG ASSIMP_LOG_DEBUG
#define ASSIMP_FBX_LOG_DEBUG_F ASSIMP_LOG_DEBUG_F
#endif
#endif // INCLUDED_AI_FBX_COMPILECONFIG_H

View File

@ -266,7 +266,7 @@ Document::Document(const Parser& parser, const ImportSettings& settings)
: settings(settings)
, parser(parser)
{
ASSIMP_FBX_LOG_DEBUG("Creating FBX Document");
ASSIMP_LOG_DEBUG("Creating FBX Document");
// Cannot use array default initialization syntax because vc8 fails on it
for (auto &timeStamp : creationTimeStamp) {
@ -312,7 +312,7 @@ void Document::ReadHeader() {
const Scope& shead = *ehead->Compound();
fbxVersion = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(shead,"FBXVersion",ehead),0));
ASSIMP_FBX_LOG_DEBUG_F("FBX Version: ", fbxVersion);
ASSIMP_LOG_DEBUG_F("FBX Version: ", fbxVersion);
// While we may have some success with newer files, we don't support
// the older 6.n fbx format

View File

@ -146,7 +146,7 @@ void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
ThrowException("Could not open file for reading");
}
ASSIMP_FBX_LOG_DEBUG("Reading FBX file");
ASSIMP_LOG_DEBUG("Reading FBX file");
// read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure

View File

@ -221,7 +221,7 @@ Parser::Parser (const TokenList& tokens, bool is_binary)
, cursor(tokens.begin())
, is_binary(is_binary)
{
ASSIMP_FBX_LOG_DEBUG("Parsing FBX tokens");
ASSIMP_LOG_DEBUG("Parsing FBX tokens");
root.reset(new Scope(*this,true));
}

View File

@ -136,7 +136,7 @@ void ProcessDataToken( TokenList& output_tokens, const char*& start, const char*
void Tokenize(TokenList& output_tokens, const char* input)
{
ai_assert(input);
ASSIMP_FBX_LOG_DEBUG("Tokenizing ascii FBX file");
ASSIMP_LOG_DEBUG("Tokenizing ascii FBX file");
// line and column numbers numbers are one-based
unsigned int line = 1;

View File

@ -286,7 +286,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
const unsigned int numImportedMaterials = unsigned(r.materials.Size());
ASSIMP_GLTF_LOG_DEBUG_F("Importing ", numImportedMaterials, " materials");
ASSIMP_LOG_DEBUG_F("Importing ", numImportedMaterials, " materials");
Material defaultMaterial;
mScene->mNumMaterials = numImportedMaterials + 1;
@ -334,7 +334,7 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
#endif // ASSIMP_BUILD_DEBUG
void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ASSIMP_GLTF_LOG_DEBUG_F("Importing ", r.meshes.Size(), " meshes");
ASSIMP_LOG_DEBUG_F("Importing ", r.meshes.Size(), " meshes");
std::vector<aiMesh *> meshes;
unsigned int k = 0;
@ -665,7 +665,7 @@ void glTF2Importer::ImportCameras(glTF2::Asset &r) {
if (!r.cameras.Size()) return;
const unsigned int numCameras = r.cameras.Size();
ASSIMP_GLTF_LOG_DEBUG_F("Importing ", numCameras, " cameras");
ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras");
mScene->mNumCameras = numCameras;
mScene->mCameras = new aiCamera *[numCameras];
@ -701,7 +701,7 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
return;
const unsigned int numLights = r.lights.Size();
ASSIMP_GLTF_LOG_DEBUG_F("Importing ", numLights, " lights");
ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights");
mScene->mNumLights = numLights;
mScene->mLights = new aiLight *[numLights];
@ -964,7 +964,7 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
if (!r.scene) {
throw DeadlyImportError("GLTF: No scene");
}
ASSIMP_GLTF_LOG_DEBUG("Importing nodes");
ASSIMP_LOG_DEBUG("Importing nodes");
std::vector<Ref<Node>> rootNodes = r.scene->nodes;
@ -1145,7 +1145,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
if (!r.scene) return;
const unsigned numAnimations = r.animations.Size();
ASSIMP_GLTF_LOG_DEBUG_F("Importing ", numAnimations, " animations");
ASSIMP_LOG_DEBUG_F("Importing ", numAnimations, " animations");
mScene->mNumAnimations = numAnimations;
if (mScene->mNumAnimations == 0) {
return;
@ -1258,7 +1258,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
if (numEmbeddedTexs == 0)
return;
ASSIMP_GLTF_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures");
ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures");
mScene->mTextures = new aiTexture *[numEmbeddedTexs];
@ -1299,7 +1299,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
}
void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) {
ASSIMP_GLTF_LOG_DEBUG("Importing metadata");
ASSIMP_LOG_DEBUG("Importing metadata");
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
const bool hasGenerator = !a.asset.generator.empty();
@ -1320,7 +1320,7 @@ void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) {
void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
ASSIMP_GLTF_LOG_DEBUG("Reading GLTF file");
ASSIMP_LOG_DEBUG("Reading GLTF file");
// clean all member arrays
meshOffsets.clear();