fix w4018
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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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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