Malcolm Tyrrell hace 5 años
padre
commit
90cdbd9d9a

+ 2 - 2
code/AssetLib/FBX/FBXConverter.cpp

@@ -1542,10 +1542,10 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
     aiBone *bone = nullptr;
 
     if (bone_map.count(deformer_name)) {
-        ASSIMP_LOG_DEBUG_F("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name);
+        ASSIMP_LOG_VERBOSE_DEBUG_F("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name);
         bone = bone_map[deformer_name];
     } else {
-        ASSIMP_LOG_DEBUG_F("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name);
+        ASSIMP_LOG_VERBOSE_DEBUG_F("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name);
         bone = new aiBone();
         bone->mName = bone_name;
 

+ 3 - 1
code/AssetLib/glTF2/glTF2Asset.inl

@@ -1337,6 +1337,7 @@ inline void AssetMetadata::Read(Document &doc) {
 //
 
 inline void Asset::ReadBinaryHeader(IOStream &stream, std::vector<char> &sceneData) {
+    ASSIMP_LOG_DEBUG("Reading GLTF2 binary");
     GLB_Header header;
     if (stream.Read(&header, sizeof(header), 1) != 1) {
         throw DeadlyImportError("GLTF: Unable to read the file header");
@@ -1400,6 +1401,7 @@ inline void Asset::ReadBinaryHeader(IOStream &stream, std::vector<char> &sceneDa
 }
 
 inline void Asset::Load(const std::string &pFile, bool isBinary) {
+    ASSIMP_LOG_DEBUG("Loading GLTF2 asset");
     mCurrentAssetDir.clear();
     /*int pos = std::max(int(pFile.rfind('/')), int(pFile.rfind('\\')));
     if (pos != int(std::string::npos)) */
@@ -1431,7 +1433,7 @@ inline void Asset::Load(const std::string &pFile, bool isBinary) {
     }
 
     // parse the JSON document
-
+    ASSIMP_LOG_DEBUG("Parsing GLTF2 JSON");
     Document doc;
     doc.ParseInsitu(&sceneData[0]);
 

+ 3 - 3
code/PostProcessing/ArmaturePopulate.cpp

@@ -178,7 +178,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
         if (node == nullptr) {
             node_stack.clear();
             BuildNodeList(root_node, node_stack);
-      ASSIMP_LOG_VERBOSE_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
+            ASSIMP_LOG_VERBOSE_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
 
             node = GetNodeFromStack(bone->mName, node_stack);
 
@@ -188,7 +188,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
             }
         }
 
-    ASSIMP_LOG_VERBOSE_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
+        ASSIMP_LOG_VERBOSE_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
 
         bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
     }
@@ -202,7 +202,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
                                           std::vector<aiBone *> &bone_list) {
     while (bone_node) {
         if (!IsBoneNode(bone_node->mName, bone_list)) {
-      ASSIMP_LOG_VERBOSE_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
+            ASSIMP_LOG_VERBOSE_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
             return bone_node;
         }