From 8721524b7ddf7603215902b24ea91fdef742aca1 Mon Sep 17 00:00:00 2001 From: David Rose Date: Fri, 14 Jan 2005 22:48:57 +0000 Subject: [PATCH] more asChar() fixes --- pandatool/src/maya/mayaShaders.cxx | 6 +++--- pandatool/src/mayaegg/mayaToEggConverter.cxx | 7 +++++-- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/pandatool/src/maya/mayaShaders.cxx b/pandatool/src/maya/mayaShaders.cxx index 6482e57232..ffdf968fca 100644 --- a/pandatool/src/maya/mayaShaders.cxx +++ b/pandatool/src/maya/mayaShaders.cxx @@ -64,7 +64,7 @@ find_shader_for_node(MObject node) { if (!status) { // The node is not renderable. What are you thinking? maya_cat.error() - << node_fn.name() << " : not a renderable object.\n"; + << node_fn.name().asChar() << " : not a renderable object.\n"; return (MayaShader *)NULL; } @@ -78,7 +78,7 @@ find_shader_for_node(MObject node) { if (!status) { // No shading group defined for this object. maya_cat.error() - << node_fn.name() << " : no shading group defined.\n"; + << node_fn.name().asChar() << " : no shading group defined.\n"; return (MayaShader *)NULL; } @@ -96,7 +96,7 @@ find_shader_for_node(MObject node) { // Well, we didn't find a ShadingEngine after all. Huh. maya_cat.debug() - << node_fn.name() << " : no shading engine found.\n"; + << node_fn.name().asChar() << " : no shading engine found.\n"; return (MayaShader *)NULL; } diff --git a/pandatool/src/mayaegg/mayaToEggConverter.cxx b/pandatool/src/mayaegg/mayaToEggConverter.cxx index 4b78164c0d..c655122e02 100644 --- a/pandatool/src/mayaegg/mayaToEggConverter.cxx +++ b/pandatool/src/mayaegg/mayaToEggConverter.cxx @@ -988,9 +988,12 @@ get_joint_transform(const MDagPath &dag_path, EggGroup *egg_group) { MTransformationMatrix matrix(transform.transformationMatrix()); if (mayaegg_cat.is_spam()) { + MVector t = matrix.translation(MSpace::kWorld); mayaegg_cat.spam() - << " translation: " << matrix.translation(MSpace::kWorld) - << "\n"; + << " translation: [" + << t[0] << ", " + << t[1] << ", " + << t[2] << "]\n"; double d[3]; MTransformationMatrix::RotationOrder rOrder;