Convert EMotionFX editor uint32 -> size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -123,7 +123,7 @@ namespace EMotionFX
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return QModelIndex();
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}
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const AZ::u32 childNodeIndex = parentNode->GetChildIndex(row);
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const size_t childNodeIndex = parentNode->GetChildIndex(row);
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Node* childNode = m_skeleton->GetNode(childNodeIndex);
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return createIndex(row, column, childNode);
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}
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@@ -135,7 +135,7 @@ namespace EMotionFX
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return QModelIndex();
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}
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const AZ::u32 rootNodeIndex = m_skeleton->GetRootNodeIndex(row);
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const size_t rootNodeIndex = m_skeleton->GetRootNodeIndex(row);
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Node* rootNode = m_skeleton->GetNode(rootNodeIndex);
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return createIndex(row, column, rootNode);
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}
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@@ -157,8 +157,8 @@ namespace EMotionFX
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Node* grandParentNode = parentNode->GetParentNode();
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if (grandParentNode)
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{
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const AZ::u32 numChildNodes = grandParentNode->GetNumChildNodes();
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for (AZ::u32 i = 0; i < numChildNodes; ++i)
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const int numChildNodes = aznumeric_caster(grandParentNode->GetNumChildNodes());
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for (int i = 0; i < numChildNodes; ++i)
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{
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const Node* grandParentChildNode = m_skeleton->GetNode(grandParentNode->GetChildIndex(i));
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if (grandParentChildNode == parentNode)
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@@ -169,8 +169,8 @@ namespace EMotionFX
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}
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else
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{
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const AZ::u32 numRootNodes = m_skeleton->GetNumRootNodes();
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for (AZ::u32 i = 0; i < numRootNodes; ++i)
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const int numRootNodes = aznumeric_caster(m_skeleton->GetNumRootNodes());
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for (int i = 0; i < numRootNodes; ++i)
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{
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const Node* rootNode = m_skeleton->GetNode(m_skeleton->GetRootNodeIndex(i));
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if (rootNode == parentNode)
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@@ -234,7 +234,7 @@ namespace EMotionFX
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Node* node = static_cast<Node*>(index.internalPointer());
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AZ_Assert(node, "Expected valid node pointer.");
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const AZ::u32 nodeIndex = node->GetNodeIndex();
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const size_t nodeIndex = node->GetNodeIndex();
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const NodeInfo& nodeInfo = m_nodeInfos[nodeIndex];
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switch (role)
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@@ -389,7 +389,7 @@ namespace EMotionFX
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break;
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}
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case ROLE_NODE_INDEX:
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return nodeIndex;
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return qulonglong(nodeIndex);
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case ROLE_POINTER:
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return QVariant::fromValue(node);
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case ROLE_ACTOR_POINTER:
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@@ -474,7 +474,7 @@ namespace EMotionFX
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Node* node = static_cast<Node*>(index.internalPointer());
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AZ_Assert(node, "Expected valid node pointer.");
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const AZ::u32 nodeIndex = node->GetNodeIndex();
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const size_t nodeIndex = node->GetNodeIndex();
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const NodeInfo& nodeInfo = m_nodeInfos[nodeIndex];
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if (nodeInfo.m_checkable)
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@@ -496,7 +496,7 @@ namespace EMotionFX
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const Node* node = static_cast<Node*>(index.internalPointer());
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AZ_Assert(node, "Expected valid node pointer.");
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const AZ::u32 nodeIndex = node->GetNodeIndex();
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const size_t nodeIndex = node->GetNodeIndex();
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NodeInfo& nodeInfo = m_nodeInfos[nodeIndex];
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switch (role)
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@@ -525,8 +525,8 @@ namespace EMotionFX
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Node* parentNode = node->GetParentNode();
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if (parentNode)
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{
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const AZ::u32 numChildNodes = parentNode->GetNumChildNodes();
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for (AZ::u32 i = 0; i < numChildNodes; ++i)
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const int numChildNodes = aznumeric_caster(parentNode->GetNumChildNodes());
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for (int i = 0; i < numChildNodes; ++i)
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{
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const Node* childNode = m_skeleton->GetNode(parentNode->GetChildIndex(i));
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if (childNode == node)
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@@ -536,8 +536,8 @@ namespace EMotionFX
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}
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}
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const AZ::u32 numRootNodes = m_skeleton->GetNumRootNodes();
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for (AZ::u32 i = 0; i < numRootNodes; ++i)
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const int numRootNodes = aznumeric_caster(m_skeleton->GetNumRootNodes());
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for (int i = 0; i < numRootNodes; ++i)
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{
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const Node* rootNode = m_skeleton->GetNode(m_skeleton->GetRootNodeIndex(i));
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if (rootNode == node)
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@@ -552,8 +552,8 @@ namespace EMotionFX
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QModelIndexList SkeletonModel::GetModelIndicesForFullSkeleton() const
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{
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QModelIndexList result;
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const AZ::u32 jointCount = m_skeleton->GetNumNodes();
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for (AZ::u32 i = 0; i < jointCount; ++i)
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const size_t jointCount = m_skeleton->GetNumNodes();
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for (size_t i = 0; i < jointCount; ++i)
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{
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Node* joint = m_skeleton->GetNode(i);
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result.push_back(GetModelIndex(joint));
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@@ -585,8 +585,8 @@ namespace EMotionFX
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void SkeletonModel::ForEach(const AZStd::function<void(const QModelIndex& modelIndex)>& func)
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{
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QModelIndex modelIndex;
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const AZ::u32 jointCount = m_skeleton->GetNumNodes();
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for (AZ::u32 i = 0; i < jointCount; ++i)
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const size_t jointCount = m_skeleton->GetNumNodes();
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for (size_t i = 0; i < jointCount; ++i)
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{
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Node* joint = m_skeleton->GetNode(i);
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modelIndex = GetModelIndex(joint);
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