fix w4018

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
pappeste
2021-06-18 17:45:51 -07:00
committed by Esteban Papp
parent 97354ce90a
commit 10f950b726
33 changed files with 72 additions and 73 deletions
@@ -194,7 +194,7 @@ namespace AZ
AZStd::string AssImpMaterialWrapper::GetTextureFileName(MaterialMapType textureType) const
{
/// Engine currently doesn't support multiple textures. Right now we only use first texture.
int textureIndex = 0;
unsigned int textureIndex = 0;
aiString absTexturePath;
switch (textureType)
{
@@ -612,10 +612,10 @@ namespace AZ
ValueToKeyDataMap valueToKeyDataMap;
// Key time can be less than zero, normalize to have zero be the lowest time.
double keyOffset = 0;
for (int keyIdx = 0; keyIdx < meshMorphAnim->mNumKeys; keyIdx++)
for (unsigned int keyIdx = 0; keyIdx < meshMorphAnim->mNumKeys; keyIdx++)
{
aiMeshMorphKey& key = meshMorphAnim->mKeys[keyIdx];
for (int valIdx = 0; valIdx < key.mNumValuesAndWeights; ++valIdx)
for (unsigned int valIdx = 0; valIdx < key.mNumValuesAndWeights; ++valIdx)
{
int currentValue = key.mValues[valIdx];
KeyData thisKey(key.mWeights[valIdx], key.mTime);
@@ -89,11 +89,11 @@ namespace AZ
bitangentStream->SetGenerationMethod(AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene);
bitangentStream->ReserveContainerSpace(vertexCount);
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (!mesh->HasTangentsAndBitangents())
{
@@ -85,7 +85,7 @@ namespace AZ
{
int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
for (unsigned int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
{
aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
animToMeshToAnimMeshIndices[aiAnimMesh->mName.C_Str()].emplace_back(nodeMeshIdx, animIdx);
@@ -130,7 +130,7 @@ namespace AZ
blendShapeData->ReserveData(
aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
for (int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
for (unsigned int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
@@ -184,7 +184,7 @@ namespace AZ
}
// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
for (int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
for (unsigned int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
{
aiFace face = aiMesh->mFaces[faceIdx];
DataTypes::IBlendShapeData::Face blendFace;
@@ -199,7 +199,7 @@ namespace AZ
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
{
blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
}
@@ -56,7 +56,7 @@ namespace AZ
const aiScene* scene = context.m_sourceScene.GetAssImpScene();
// This node has at least one mesh, verify that the color channel counts are the same for all meshes.
const int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
const unsigned int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
const bool allMeshesHaveSameNumberOfColorChannels =
AZStd::all_of(currentNode->mMeshes + 1, currentNode->mMeshes + currentNode->mNumMeshes, [scene, expectedColorChannels](const unsigned int meshIndex)
{
@@ -80,17 +80,16 @@ namespace AZ
const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene);
Events::ProcessingResultCombiner combinedVertexColorResults;
for (int colorSetIndex = 0; colorSetIndex < expectedColorChannels; ++colorSetIndex)
for (unsigned int colorSetIndex = 0; colorSetIndex < expectedColorChannels; ++colorSetIndex)
{
AZStd::shared_ptr<SceneData::GraphData::MeshVertexColorData> vertexColors =
AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexColorData>();
vertexColors->ReserveContainerSpace(vertexCount);
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (colorSetIndex < mesh->GetNumColorChannels())
{
@@ -56,7 +56,7 @@ namespace AZ
Events::ProcessingResultCombiner combinedMaterialImportResults;
AZStd::unordered_map<int, AZStd::shared_ptr<SceneData::GraphData::MaterialData>> materialMap;
for (int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
for (unsigned int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
{
int meshIndex = context.m_sourceNode.m_assImpNode->mMeshes[idx];
const aiMesh* assImpMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshIndex];
@@ -91,11 +91,11 @@ namespace AZ
tangentStream->SetGenerationMethod(AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene);
tangentStream->ReserveContainerSpace(vertexCount);
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (!mesh->HasTangentsAndBitangents())
{
@@ -62,7 +62,7 @@ namespace AZ
// so they can be separated by engine code instead.
bool foundTextureCoordinates = false;
AZStd::array<int, AI_MAX_NUMBER_OF_TEXTURECOORDS> meshesPerTextureCoordinateIndex = {};
for (int localMeshIndex = 0; localMeshIndex < currentNode->mNumMeshes; ++localMeshIndex)
for (unsigned int localMeshIndex = 0; localMeshIndex < currentNode->mNumMeshes; ++localMeshIndex)
{
aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[localMeshIndex]];
for (int texCoordIndex = 0; texCoordIndex < meshesPerTextureCoordinateIndex.size(); ++texCoordIndex)
@@ -110,7 +110,7 @@ namespace AZ
uvMap->ReserveContainerSpace(vertexCount);
bool customNameFound = false;
AZStd::string name(AZStd::string::format("%s%d", m_defaultNodeName, texCoordIndex));
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
if(mesh->mTextureCoords[texCoordIndex])
@@ -136,7 +136,7 @@ namespace AZ
}
}
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (mesh->mTextureCoords[texCoordIndex])
{
@@ -40,7 +40,7 @@ namespace AZ::SceneAPI::SceneBuilder
// This code re-combines them to match previous FBX SDK behavior,
// so they can be separated by engine code instead.
int vertOffset = 0;
for (int m = 0; m < currentNode->mNumMeshes; ++m)
for (unsigned int m = 0; m < currentNode->mNumMeshes; ++m)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[m]];
@@ -50,7 +50,7 @@ namespace AZ::SceneAPI::SceneBuilder
assImpMatIndexToLYIndex.insert(AZStd::pair<int, int>(mesh->mMaterialIndex, lyMeshIndex++));
}
for (int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
for (unsigned int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(mesh->mVertices[vertIdx].x, mesh->mVertices[vertIdx].y, mesh->mVertices[vertIdx].z);
@@ -68,7 +68,7 @@ namespace AZ::SceneAPI::SceneBuilder
}
}
for (int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
for (unsigned int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
{
aiFace face = mesh->mFaces[faceIdx];
AZ::SceneAPI::DataTypes::IMeshData::Face meshFace;
@@ -82,7 +82,7 @@ namespace AZ::SceneAPI::SceneBuilder
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
{
meshFace.vertexIndex[idx] = face.mIndices[idx] + vertOffset;
}