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