Convert EMotionFX editor uint32 -> size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -45,7 +45,7 @@ namespace EMotionFX
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}
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const Actor* actor = modelIndices[0].data(SkeletonModel::ROLE_ACTOR_POINTER).value<Actor*>();
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AZStd::vector<AZ::u32> jointIndices;
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AZStd::vector<size_t> jointIndices;
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for (const QModelIndex& selectedIndex : modelIndices)
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{
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@@ -68,7 +68,7 @@ namespace EMotionFX
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void SimulatedObjectHelpers::RemoveSimulatedJoints(const QModelIndexList& modelIndices, bool removeChildren)
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{
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AZStd::unordered_map<size_t, AZStd::pair<const Actor*, AZStd::vector<AZ::u32>>> objectToSkeletonJointIndices;
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AZStd::unordered_map<size_t, AZStd::pair<const Actor*, AZStd::vector<size_t>>> objectToSkeletonJointIndices;
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for (const QModelIndex& index : modelIndices)
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{
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@@ -80,7 +80,7 @@ namespace EMotionFX
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}
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const Actor* actor = index.data(SimulatedObjectModel::ROLE_ACTOR_PTR).value<Actor*>();
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const size_t objectIndex = static_cast<size_t>(index.data(SimulatedObjectModel::ROLE_OBJECT_INDEX).toInt());
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const AZ::u32 jointIndex = index.data(SimulatedObjectModel::ROLE_JOINT_PTR).value<SimulatedJoint*>()->GetSkeletonJointIndex();
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const size_t jointIndex = index.data(SimulatedObjectModel::ROLE_JOINT_PTR).value<SimulatedJoint*>()->GetSkeletonJointIndex();
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objectToSkeletonJointIndices[objectIndex].first = actor;
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objectToSkeletonJointIndices[objectIndex].second.emplace_back(jointIndex);
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}
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@@ -92,7 +92,7 @@ namespace EMotionFX
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{
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const size_t objectIndex = objectIndexAndJointIndices.first;
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const Actor* actor = objectIndexAndJointIndices.second.first;
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const AZStd::vector<AZ::u32> jointIndices = objectIndexAndJointIndices.second.second;
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const AZStd::vector<size_t> jointIndices = objectIndexAndJointIndices.second.second;
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CommandSimulatedObjectHelpers::RemoveSimulatedJoints(actor->GetID(), jointIndices, objectIndex, removeChildren, &commandGroup);
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}
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