Convert EMotionFX editor uint32 -> size_t

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-06-02 16:33:36 -07:00
parent 4034195bdc
commit 120ee64144
125 changed files with 1503 additions and 2128 deletions
@@ -84,7 +84,7 @@ namespace EMotionFX
}
else
{
AZStd::unordered_set<AZ::u32> selectedJointIndices;
AZStd::unordered_set<size_t> selectedJointIndices;
for (const QModelIndex& index : selectedIndices)
{
const SimulatedJoint* joint = index.data(SimulatedObjectModel::ROLE_JOINT_PTR).value<SimulatedJoint*>();
@@ -451,7 +451,7 @@ namespace EMotionFX
{
CommandAddSimulatedJoints* addSimulatedJointsCommand = static_cast<CommandAddSimulatedJoints*>(command);
const size_t objectIndex = addSimulatedJointsCommand->GetObjectIndex();
const AZStd::vector<AZ::u32>& jointIndices = addSimulatedJointsCommand->GetJointIndices();
const AZStd::vector<size_t>& jointIndices = addSimulatedJointsCommand->GetJointIndices();
SimulatedObjectWidget* simulatedObjectPlugin = static_cast<SimulatedObjectWidget*>(EMStudio::GetPluginManager()->FindActivePlugin(SimulatedObjectWidget::CLASS_ID));
if (simulatedObjectPlugin)
@@ -491,13 +491,13 @@ namespace EMotionFX
}
const bool renderSimulatedJoints = activeViewWidget->GetRenderFlag(EMStudio::RenderViewWidget::RENDER_SIMULATEJOINTS);
const AZStd::unordered_set<AZ::u32>& selectedJointIndices = EMStudio::GetManager()->GetSelectedJointIndices();
const AZStd::unordered_set<size_t>& selectedJointIndices = EMStudio::GetManager()->GetSelectedJointIndices();
if (renderSimulatedJoints && !selectedJointIndices.empty())
{
// Render the joint radius.
const MCore::RGBAColor defaultColor = renderPlugin->GetRenderOptions()->GetSelectedSimulatedObjectColliderColor();
const AZ::u32 actorInstanceCount = GetActorManager().GetNumActorInstances();
for (AZ::u32 actorInstanceIndex = 0; actorInstanceIndex < actorInstanceCount; ++actorInstanceIndex)
const size_t actorInstanceCount = GetActorManager().GetNumActorInstances();
for (size_t actorInstanceIndex = 0; actorInstanceIndex < actorInstanceCount; ++actorInstanceIndex)
{
ActorInstance* actorInstance = GetActorManager().GetActorInstance(actorInstanceIndex);
const Actor* actor = actorInstance->GetActor();
@@ -511,7 +511,7 @@ namespace EMotionFX
for (size_t simulatedJointIndex = 0; simulatedJointIndex < simulatedJointCount; ++simulatedJointIndex)
{
const SimulatedJoint* simulatedJoint = object->GetSimulatedJoint(simulatedJointIndex);
const AZ::u32 skeletonJointIndex = simulatedJoint->GetSkeletonJointIndex();
const size_t skeletonJointIndex = simulatedJoint->GetSkeletonJointIndex();
if (selectedJointIndices.find(skeletonJointIndex) != selectedJointIndices.end())
{
RenderJointRadius(simulatedJoint, actorInstance, AZ::Color(1.0f, 0.0f, 1.0f, 1.0f));
@@ -547,7 +547,7 @@ namespace EMotionFX
return;
}
AZ_Assert(joint->GetSkeletonJointIndex() != MCORE_INVALIDINDEX32, "Expected skeletal joint index to be valid.");
AZ_Assert(joint->GetSkeletonJointIndex() != InvalidIndex, "Expected skeletal joint index to be valid.");
const EMotionFX::Transform jointTransform = actorInstance->GetTransformData()->GetCurrentPose()->GetWorldSpaceTransform(joint->GetSkeletonJointIndex());
DebugDraw& debugDraw = GetDebugDraw();