fix w4018
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
@@ -194,7 +194,7 @@ namespace AZ
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AZStd::string AssImpMaterialWrapper::GetTextureFileName(MaterialMapType textureType) const
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{
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/// Engine currently doesn't support multiple textures. Right now we only use first texture.
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int textureIndex = 0;
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unsigned int textureIndex = 0;
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aiString absTexturePath;
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switch (textureType)
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{
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@@ -612,10 +612,10 @@ namespace AZ
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ValueToKeyDataMap valueToKeyDataMap;
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// Key time can be less than zero, normalize to have zero be the lowest time.
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double keyOffset = 0;
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for (int keyIdx = 0; keyIdx < meshMorphAnim->mNumKeys; keyIdx++)
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for (unsigned int keyIdx = 0; keyIdx < meshMorphAnim->mNumKeys; keyIdx++)
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{
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aiMeshMorphKey& key = meshMorphAnim->mKeys[keyIdx];
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for (int valIdx = 0; valIdx < key.mNumValuesAndWeights; ++valIdx)
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for (unsigned int valIdx = 0; valIdx < key.mNumValuesAndWeights; ++valIdx)
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{
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int currentValue = key.mValues[valIdx];
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KeyData thisKey(key.mWeights[valIdx], key.mTime);
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@@ -89,11 +89,11 @@ namespace AZ
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bitangentStream->SetGenerationMethod(AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene);
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bitangentStream->ReserveContainerSpace(vertexCount);
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for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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for (int v = 0; v < mesh->mNumVertices; ++v)
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for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
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{
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if (!mesh->HasTangentsAndBitangents())
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{
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@@ -85,7 +85,7 @@ namespace AZ
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{
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int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
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const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
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for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
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for (unsigned int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
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{
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aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
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animToMeshToAnimMeshIndices[aiAnimMesh->mName.C_Str()].emplace_back(nodeMeshIdx, animIdx);
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@@ -130,7 +130,7 @@ namespace AZ
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blendShapeData->ReserveData(
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aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
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for (int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
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for (unsigned int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
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{
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AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
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@@ -184,7 +184,7 @@ namespace AZ
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}
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// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
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for (int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
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for (unsigned int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
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{
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aiFace face = aiMesh->mFaces[faceIdx];
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DataTypes::IBlendShapeData::Face blendFace;
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@@ -199,7 +199,7 @@ namespace AZ
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face.mNumIndices);
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continue;
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}
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for (int idx = 0; idx < face.mNumIndices; ++idx)
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for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
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{
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blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
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}
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@@ -56,7 +56,7 @@ namespace AZ
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const aiScene* scene = context.m_sourceScene.GetAssImpScene();
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// This node has at least one mesh, verify that the color channel counts are the same for all meshes.
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const int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
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const unsigned int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
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const bool allMeshesHaveSameNumberOfColorChannels =
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AZStd::all_of(currentNode->mMeshes + 1, currentNode->mMeshes + currentNode->mNumMeshes, [scene, expectedColorChannels](const unsigned int meshIndex)
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{
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@@ -80,17 +80,16 @@ namespace AZ
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const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene);
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Events::ProcessingResultCombiner combinedVertexColorResults;
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for (int colorSetIndex = 0; colorSetIndex < expectedColorChannels; ++colorSetIndex)
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for (unsigned int colorSetIndex = 0; colorSetIndex < expectedColorChannels; ++colorSetIndex)
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{
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AZStd::shared_ptr<SceneData::GraphData::MeshVertexColorData> vertexColors =
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AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexColorData>();
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vertexColors->ReserveContainerSpace(vertexCount);
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for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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for (int v = 0; v < mesh->mNumVertices; ++v)
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for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
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{
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if (colorSetIndex < mesh->GetNumColorChannels())
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{
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@@ -56,7 +56,7 @@ namespace AZ
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Events::ProcessingResultCombiner combinedMaterialImportResults;
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AZStd::unordered_map<int, AZStd::shared_ptr<SceneData::GraphData::MaterialData>> materialMap;
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for (int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
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for (unsigned int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
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{
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int meshIndex = context.m_sourceNode.m_assImpNode->mMeshes[idx];
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const aiMesh* assImpMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshIndex];
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@@ -91,11 +91,11 @@ namespace AZ
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tangentStream->SetGenerationMethod(AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene);
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tangentStream->ReserveContainerSpace(vertexCount);
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for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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for (int v = 0; v < mesh->mNumVertices; ++v)
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for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
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{
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if (!mesh->HasTangentsAndBitangents())
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{
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@@ -62,7 +62,7 @@ namespace AZ
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// so they can be separated by engine code instead.
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bool foundTextureCoordinates = false;
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AZStd::array<int, AI_MAX_NUMBER_OF_TEXTURECOORDS> meshesPerTextureCoordinateIndex = {};
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for (int localMeshIndex = 0; localMeshIndex < currentNode->mNumMeshes; ++localMeshIndex)
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for (unsigned int localMeshIndex = 0; localMeshIndex < currentNode->mNumMeshes; ++localMeshIndex)
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{
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aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[localMeshIndex]];
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for (int texCoordIndex = 0; texCoordIndex < meshesPerTextureCoordinateIndex.size(); ++texCoordIndex)
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@@ -110,7 +110,7 @@ namespace AZ
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uvMap->ReserveContainerSpace(vertexCount);
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bool customNameFound = false;
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AZStd::string name(AZStd::string::format("%s%d", m_defaultNodeName, texCoordIndex));
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for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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if(mesh->mTextureCoords[texCoordIndex])
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@@ -136,7 +136,7 @@ namespace AZ
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}
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}
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for (int v = 0; v < mesh->mNumVertices; ++v)
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for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
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{
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if (mesh->mTextureCoords[texCoordIndex])
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{
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+4
-4
@@ -40,7 +40,7 @@ namespace AZ::SceneAPI::SceneBuilder
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// This code re-combines them to match previous FBX SDK behavior,
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// so they can be separated by engine code instead.
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int vertOffset = 0;
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for (int m = 0; m < currentNode->mNumMeshes; ++m)
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for (unsigned int m = 0; m < currentNode->mNumMeshes; ++m)
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{
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[m]];
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@@ -50,7 +50,7 @@ namespace AZ::SceneAPI::SceneBuilder
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assImpMatIndexToLYIndex.insert(AZStd::pair<int, int>(mesh->mMaterialIndex, lyMeshIndex++));
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}
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for (int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
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for (unsigned int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
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{
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AZ::Vector3 vertex(mesh->mVertices[vertIdx].x, mesh->mVertices[vertIdx].y, mesh->mVertices[vertIdx].z);
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@@ -68,7 +68,7 @@ namespace AZ::SceneAPI::SceneBuilder
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}
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}
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for (int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
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for (unsigned int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
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{
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aiFace face = mesh->mFaces[faceIdx];
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AZ::SceneAPI::DataTypes::IMeshData::Face meshFace;
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@@ -82,7 +82,7 @@ namespace AZ::SceneAPI::SceneBuilder
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face.mNumIndices);
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continue;
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}
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for (int idx = 0; idx < face.mNumIndices; ++idx)
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for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
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{
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meshFace.vertexIndex[idx] = face.mIndices[idx] + vertOffset;
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}
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