int main() { // vector test zenic::Vector3 test(1, 0, 0); zenic::Vector3 test2(1, 0, 0); zenic::Vector3 result = (test - test2) + zenic::Vector3(0, 1, 2) - test2; ZENIC_INFO("vector " << result); // Matrix4 test zenic::Matrix4 matrix = zenic::Matrix4::identity(); ZENIC_INFO("matrix " << matrix); return 0; }
void Assert::assertStatement(const char* expression, const char* file, uint line) { if (m_callback) m_callback(expression, file, line); else ZENIC_INFO("Assert: " << expression << " at " << file << "(" << line << ")"); while (1) { } }
bool FileSystem::open(FileStream& stream, const char* filename, FileStream::Mode mode) { char temp[256]; // TEMP, implement proper operator into String class instead sprintf(temp, "%s%s", m_driveName.contents(), filename); ZENIC_INFO("Trying to open file " << temp); if (m_mode == Hdd) File::setMode(File::IomanX); return stream.open(temp, mode); }
void DotXsiLoader::warningCallBack(char* string, int value) { ZENIC_INFO("dotXSI Warning: " << string); }
Node* DotXsiLoader::traverseRecursive(CSLModel* child, ExporterBackend& backend, SceneInfo& sceneInfo, int level, bool oneObject) { Node* node = 0; char* name = child->GetName(); for (int i = 0; i < level; ++i) zenic::logOut << " "; ZENIC_INFO("Name " << child->Name().GetText()); CSLTemplate::ETemplateType type = child->GetPrimitiveType(); switch (child->GetPrimitiveType()) { case CSLTemplate::XSI_MESH : { addModel(child); break; } case CSLTemplate::SI_NULL_OBJECT : { // TODO: Do this in a proper way if (strstr(child->GetName(), "Glenz")) { node = backend.buildGlenz(child); } else if (strstr(child->GetName(), "Camera")) { node = backend.buildCamera(child); sceneInfo.setPrimaryCamera(reinterpret_cast<Camera*>(node)); } else { node = backend.buildNode(child); if (!sceneInfo.rootNode()) sceneInfo.setRootNode(node); } break; } default : { node = backend.buildNode(child); if (!sceneInfo.rootNode()) sceneInfo.setRootNode(node); break; } } if (node && !oneObject) m_serializer->add(node); backend.addMapNode(child, node); CSLModel** childList = child->GetChildrenList(); if (childList) { for (int i = 0; i < child->GetChildrenCount(); ++i) { Node* recNode = traverseRecursive(childList[i], backend, sceneInfo, level+1, oneObject); if (node && recNode) node->attachChild(recNode); } } return node; }