diff --git a/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp b/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp index 80efb54606..4f6e5a5c52 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp @@ -430,7 +430,7 @@ namespace ExporterLib MCore::LogInfo("============================================================"); // get all nodes that are affected by the skin - AZStd::vector bones; + AZStd::vector bones; if (actor) { actor->ExtractBoneList(0, &bones); diff --git a/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.cpp b/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.cpp index e17fffbdb5..34ab2a8a69 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.cpp @@ -653,7 +653,7 @@ namespace MCommon // render the advanced skeleton - void RenderUtil::RenderSkeleton(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices, const AZStd::unordered_set* selectedJointIndices, const MCore::RGBAColor& color, const MCore::RGBAColor& selectedColor) + void RenderUtil::RenderSkeleton(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices, const AZStd::unordered_set* selectedJointIndices, const MCore::RGBAColor& color, const MCore::RGBAColor& selectedColor) { // check if our render util supports rendering meshes, if not render the fallback skeleton using lines only if (GetIsMeshRenderingSupported() == false) @@ -670,15 +670,15 @@ namespace MCommon // iterate through all enabled nodes MCore::RGBAColor tempColor; - const uint32 numEnabled = actorInstance->GetNumEnabledNodes(); - for (uint32 i = 0; i < numEnabled; ++i) + const size_t numEnabled = actorInstance->GetNumEnabledNodes(); + for (size_t i = 0; i < numEnabled; ++i) { EMotionFX::Node* joint = skeleton->GetNode(actorInstance->GetEnabledNode(i)); - const AZ::u32 jointIndex = joint->GetNodeIndex(); - const AZ::u32 parentIndex = joint->GetParentIndex(); + const size_t jointIndex = joint->GetNodeIndex(); + const size_t parentIndex = joint->GetParentIndex(); // check if this node has a parent and is a bone, if not skip it - if (parentIndex == MCORE_INVALIDINDEX32 || AZStd::find(begin(boneList), end(boneList), jointIndex) == end(boneList)) + if (parentIndex == InvalidIndex || AZStd::find(begin(boneList), end(boneList), jointIndex) == end(boneList)) { continue; } @@ -715,7 +715,7 @@ namespace MCommon // render node orientations - void RenderUtil::RenderNodeOrientations(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices, const AZStd::unordered_set* selectedJointIndices, float scale, bool scaleBonesOnLength) + void RenderUtil::RenderNodeOrientations(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices, const AZStd::unordered_set* selectedJointIndices, float scale, bool scaleBonesOnLength) { // get the actor and the transform data const float unitScale = 1.0f / (float)MCore::Distance::ConvertValue(1.0f, MCore::Distance::UNITTYPE_METERS, EMotionFX::GetEMotionFX().GetUnitType()); @@ -726,18 +726,18 @@ namespace MCommon const float constPreScale = scale * unitScale * 3.0f; AxisRenderingSettings axisRenderingSettings; - const uint32 numEnabled = actorInstance->GetNumEnabledNodes(); - for (uint32 i = 0; i < numEnabled; ++i) + const size_t numEnabled = actorInstance->GetNumEnabledNodes(); + for (size_t i = 0; i < numEnabled; ++i) { EMotionFX::Node* joint = skeleton->GetNode(actorInstance->GetEnabledNode(i)); - const AZ::u32 jointIndex = joint->GetNodeIndex(); - const AZ::u32 parentIndex = joint->GetParentIndex(); + const size_t jointIndex = joint->GetNodeIndex(); + const size_t parentIndex = joint->GetParentIndex(); if (!visibleJointIndices || visibleJointIndices->empty() || (visibleJointIndices->find(jointIndex) != visibleJointIndices->end())) { // either scale the bones based on their length or use the normal size - if (scaleBonesOnLength && parentIndex != MCORE_INVALIDINDEX32 && AZStd::find(begin(boneList), end(boneList), jointIndex) != end(boneList)) + if (scaleBonesOnLength && parentIndex != InvalidIndex && AZStd::find(begin(boneList), end(boneList), jointIndex) != end(boneList)) { static const float axisBoneScale = 50.0f; axisRenderingSettings.mSize = GetBoneScale(actorInstance, joint) * constPreScale * axisBoneScale; diff --git a/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.h b/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.h index 8fb8f524c4..d62816fa65 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.h +++ b/Gems/EMotionFX/Code/EMotionFX/Rendering/Common/RenderUtil.h @@ -191,7 +191,7 @@ namespace MCommon * @param[in] color The desired skeleton color. * @param[in] selectedColor The color of the selected bones. */ - void RenderSkeleton(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices = nullptr, const AZStd::unordered_set* selectedJointIndices = nullptr, const MCore::RGBAColor& color = MCore::RGBAColor(1.0f, 0.0f, 0.0f, 1.0f), const MCore::RGBAColor& selectedColor = MCore::RGBAColor(1.0f, 0.647f, 0.0f)); + void RenderSkeleton(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices = nullptr, const AZStd::unordered_set* selectedJointIndices = nullptr, const MCore::RGBAColor& color = MCore::RGBAColor(1.0f, 0.0f, 0.0f, 1.0f), const MCore::RGBAColor& selectedColor = MCore::RGBAColor(1.0f, 0.647f, 0.0f)); /** * Render node orientations. @@ -202,7 +202,7 @@ namespace MCommon * @param[in] scale The scaling value in units. Axes of normal nodes will use the scaling value as unit length, skinned bones will use the scaling value as multiplier. * @param[in] scaleBonesOnLength Automatically scales the bone orientations based on the bone length. This means finger node orientations will be rendered smaller than foot bones as the bone length is a lot smaller as well. */ - void RenderNodeOrientations(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices = nullptr, const AZStd::unordered_set* selectedJointIndices = nullptr, float scale = 1.0f, bool scaleBonesOnLength = true); + void RenderNodeOrientations(EMotionFX::ActorInstance* actorInstance, const AZStd::vector& boneList, const AZStd::unordered_set* visibleJointIndices = nullptr, const AZStd::unordered_set* selectedJointIndices = nullptr, float scale = 1.0f, bool scaleBonesOnLength = true); /** * Render the bind pose of the given actor. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp index d8377f2d0e..77ce4435bc 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp @@ -79,7 +79,7 @@ namespace EMotionFX mRetargetRootNode = InvalidIndex; mThreadIndex = 0; mCustomData = nullptr; - mID = MCore::GetIDGenerator().GenerateID(); + mID = aznumeric_caster(MCore::GetIDGenerator().GenerateID()); mUnitType = GetEMotionFX().GetUnitType(); mFileUnitType = mUnitType; m_staticAabb = AZ::Aabb::CreateNull(); @@ -149,21 +149,13 @@ namespace EMotionFX // clone the materials result->mMaterials.resize(mMaterials.size()); - for (uint32 i = 0; i < mMaterials.size(); ++i) + for (size_t i = 0; i < mMaterials.size(); ++i) { // get the number of materials in the current LOD - const uint32 numMaterials = mMaterials[i].size(); - result->mMaterials[i].reserve(numMaterials); - for (uint32 m = 0; m < numMaterials; ++m) + result->mMaterials[i].reserve(mMaterials[i].size()); + for (const Material* material : mMaterials[i]) { - // retrieve the current material - Material* material = mMaterials[i][m]; - - // clone the material - Material* clone = material->Clone(); - - // add the cloned material to the cloned actor - result->AddMaterial(i, clone); + result->AddMaterial(i, material->Clone()); } } @@ -195,7 +187,7 @@ namespace EMotionFX // clone the morph setups result->mMorphSetups.resize(mMorphSetups.size()); - for (uint32 i = 0; i < mMorphSetups.size(); ++i) + for (size_t i = 0; i < mMorphSetups.size(); ++i) { if (mMorphSetups[i]) { @@ -326,13 +318,13 @@ namespace EMotionFX } // insert a LOD level at a given position - void Actor::InsertLODLevel(uint32 insertAt) + void Actor::InsertLODLevel(size_t insertAt) { AZStd::vector& lodLevels = m_meshLodData.m_lodLevels; lodLevels.emplace(lodLevels.begin()+insertAt); LODLevel& newLOD = lodLevels[insertAt]; - const uint32 lodIndex = insertAt; + const size_t lodIndex = insertAt; const size_t numNodes = mSkeleton->GetNumNodes(); newLOD.mNodeInfos.resize(numNodes); @@ -352,7 +344,7 @@ namespace EMotionFX } // replace existing LOD level with the current actor - void Actor::CopyLODLevel(Actor* copyActor, uint32 copyLODLevel, uint32 replaceLODLevel, bool copySkeletalLODFlags) + void Actor::CopyLODLevel(Actor* copyActor, size_t copyLODLevel, size_t replaceLODLevel, bool copySkeletalLODFlags) { AZStd::vector& lodLevels = m_meshLodData.m_lodLevels; AZStd::vector& copyLodLevels = copyActor->m_meshLodData.m_lodLevels; @@ -433,7 +425,7 @@ namespace EMotionFX } // preallocate memory for all LOD levels - void Actor::SetNumLODLevels(uint32 numLODs, bool adjustMorphSetup) + void Actor::SetNumLODLevels(size_t numLODs, bool adjustMorphSetup) { m_meshLodData.m_lodLevels.resize(numLODs); @@ -467,7 +459,7 @@ namespace EMotionFX } - void Actor::CalcMeshTotals(uint32 lodLevel, uint32* outNumPolygons, uint32* outNumVertices, uint32* outNumIndices) const + void Actor::CalcMeshTotals(size_t lodLevel, uint32* outNumPolygons, uint32* outNumVertices, uint32* outNumIndices) const { uint32 totalPolys = 0; uint32 totalVerts = 0; @@ -504,7 +496,7 @@ namespace EMotionFX } - void Actor::CalcStaticMeshTotals(uint32 lodLevel, uint32* outNumVertices, uint32* outNumIndices) + void Actor::CalcStaticMeshTotals(size_t lodLevel, uint32* outNumVertices, uint32* outNumIndices) { // the totals uint32 totalVerts = 0; @@ -548,7 +540,7 @@ namespace EMotionFX } - void Actor::CalcDeformableMeshTotals(uint32 lodLevel, uint32* outNumVertices, uint32* outNumIndices) + void Actor::CalcDeformableMeshTotals(size_t lodLevel, uint32* outNumVertices, uint32* outNumIndices) { // the totals uint32 totalVerts = 0; @@ -592,9 +584,9 @@ namespace EMotionFX } - uint32 Actor::CalcMaxNumInfluences(uint32 lodLevel) const + size_t Actor::CalcMaxNumInfluences(size_t lodLevel) const { - uint32 maxInfluences = 0; + size_t maxInfluences = 0; const size_t numNodes = mSkeleton->GetNumNodes(); for (size_t i = 0; i < numNodes; ++i) @@ -605,7 +597,7 @@ namespace EMotionFX continue; } - maxInfluences = MCore::Max(maxInfluences, mesh->CalcMaxNumInfluences()); + maxInfluences = AZStd::max(maxInfluences, mesh->CalcMaxNumInfluences()); } return maxInfluences; @@ -613,10 +605,8 @@ namespace EMotionFX // verify if the skinning will look correctly in the given geometry LOD for a given skeletal LOD level - void Actor::VerifySkinning(AZStd::vector& conflictNodeFlags, uint32 skeletalLODLevel, uint32 geometryLODLevel) + void Actor::VerifySkinning(AZStd::vector& conflictNodeFlags, size_t skeletalLODLevel, size_t geometryLODLevel) { - uint32 n; - // get the number of nodes const size_t numNodes = mSkeleton->GetNumNodes(); @@ -630,7 +620,7 @@ namespace EMotionFX MCore::MemSet(conflictNodeFlags.data(), 0, numNodes * sizeof(int8)); // iterate over the all nodes in the actor - for (n = 0; n < numNodes; ++n) + for (size_t n = 0; n < numNodes; ++n) { // get the current node and the pointer to the mesh for the given lod level Node* node = mSkeleton->GetNode(n); @@ -672,19 +662,15 @@ namespace EMotionFX } - uint32 Actor::CalcMaxNumInfluences(uint32 lodLevel, AZStd::vector& outVertexCounts) const + size_t Actor::CalcMaxNumInfluences(size_t lodLevel, AZStd::vector& outVertexCounts) const { - uint32 maxInfluences = 0; - // Reset the values. outVertexCounts.resize(CalcMaxNumInfluences(lodLevel) + 1); - for (size_t k = 0; k < outVertexCounts.size(); ++k) - { - outVertexCounts[k] = 0; - } + AZStd::fill(begin(outVertexCounts), end(outVertexCounts), 0); // Get the vertex counts for the influences. (e.g. 500 vertices have 1 skinning influence, 300 vertices have 2 skinning influences etc.) - AZStd::vector meshVertexCounts; + size_t maxInfluences = 0; + AZStd::vector meshVertexCounts; const size_t numNodes = GetNumNodes(); for (size_t i = 0; i < numNodes; ++i) { @@ -694,8 +680,8 @@ namespace EMotionFX continue; } - const uint32 meshMaxInfluences = mesh->CalcMaxNumInfluences(meshVertexCounts); - maxInfluences = MCore::Max(maxInfluences, meshMaxInfluences); + const size_t meshMaxInfluences = mesh->CalcMaxNumInfluences(meshVertexCounts); + maxInfluences = AZStd::max(maxInfluences, meshMaxInfluences); for (size_t j = 0; j < meshVertexCounts.size(); ++j) { @@ -724,7 +710,7 @@ namespace EMotionFX } - bool Actor::CheckIfHasSkinnedMeshes(AZ::u32 lodLevel) const + bool Actor::CheckIfHasSkinnedMeshes(size_t lodLevel) const { const size_t numNodes = mSkeleton->GetNumNodes(); for (size_t i = 0; i < numNodes; ++i) @@ -763,14 +749,14 @@ namespace EMotionFX const size_t numLODs = GetNumLODLevels(); // for all LODs, get rid of all the morph setups for each geometry LOD - for (uint32 i = 0; i < mMorphSetups.size(); ++i) + for (MorphSetup* mMorphSetup : mMorphSetups) { - if (mMorphSetups[i]) + if (mMorphSetup) { - mMorphSetups[i]->Destroy(); + mMorphSetup->Destroy(); } - mMorphSetups[i] = nullptr; + mMorphSetup = nullptr; } // remove all modifiers from the stacks for each lod in all nodes @@ -781,7 +767,7 @@ namespace EMotionFX for (size_t i = 0; i < numNodes; ++i) { // process all LOD levels - for (uint32 lod = 0; lod < numLODs; ++lod) + for (size_t lod = 0; lod < numLODs; ++lod) { // if we have a modifier stack MeshDeformerStack* stack = GetMeshDeformerStack(lod, i); @@ -805,7 +791,7 @@ namespace EMotionFX // check if the material is used by the given mesh - bool Actor::CheckIfIsMaterialUsed(Mesh* mesh, uint32 materialIndex) const + bool Actor::CheckIfIsMaterialUsed(Mesh* mesh, size_t materialIndex) const { // check if the mesh is valid if (mesh == nullptr) @@ -829,7 +815,7 @@ namespace EMotionFX // check if the material is used by a mesh of this actor - bool Actor::CheckIfIsMaterialUsed(uint32 lodLevel, uint32 index) const + bool Actor::CheckIfIsMaterialUsed(size_t lodLevel, size_t index) const { // iterate through all nodes of the actor and check its meshes const size_t numNodes = mSkeleton->GetNumNodes(); @@ -848,7 +834,7 @@ namespace EMotionFX // remove the given material and reassign all material numbers of the submeshes - void Actor::RemoveMaterial(uint32 lodLevel, uint32 index) + void Actor::RemoveMaterial(size_t lodLevel, size_t index) { MCORE_ASSERT(lodLevel < mMaterials.size()); @@ -865,7 +851,7 @@ namespace EMotionFX // the maximum number of children of a root node, the node with the most children // will become our repositioning node - uint32 maxNumChilds = 0; + size_t maxNumChilds = 0; // traverse through all root nodes const size_t numRootNodes = mSkeleton->GetNumRootNodes(); @@ -898,7 +884,7 @@ namespace EMotionFX // extract a bone list - void Actor::ExtractBoneList(uint32 lodLevel, AZStd::vector* outBoneList) const + void Actor::ExtractBoneList(size_t lodLevel, AZStd::vector* outBoneList) const { // clear the existing items outBoneList->clear(); @@ -927,8 +913,8 @@ namespace EMotionFX for (uint32 v = 0; v < numOrgVerts; ++v) { // for all influences for this vertex - const uint32 numInfluences = aznumeric_cast(skinningLayer->GetNumInfluences(v)); - for (uint32 i = 0; i < numInfluences; ++i) + const size_t numInfluences = skinningLayer->GetNumInfluences(v); + for (size_t i = 0; i < numInfluences; ++i) { // get the node number of the bone uint16 nodeNr = skinningLayer->GetInfluence(v, i)->GetNodeNr(); @@ -1122,7 +1108,7 @@ namespace EMotionFX // find the first active parent node in a given skeletal LOD - size_t Actor::FindFirstActiveParentBone(uint32 skeletalLOD, size_t startNodeIndex) const + size_t Actor::FindFirstActiveParentBone(size_t skeletalLOD, size_t startNodeIndex) const { size_t curNodeIndex = startNodeIndex; @@ -1290,7 +1276,7 @@ namespace EMotionFX Node* node = mSkeleton->GetNode(i); // iterate through all LOD levels - for (uint32 lodLevel = 0; lodLevel < numLODLevels; ++lodLevel) + for (size_t lodLevel = 0; lodLevel < numLODLevels; ++lodLevel) { // reinit the mesh deformer stacks MeshDeformerStack* stack = GetMeshDeformerStack(lodLevel, i); @@ -1493,10 +1479,10 @@ namespace EMotionFX { outPoints.clear(); - const uint32 geomLODLevel = 0; + const size_t geomLODLevel = 0; const size_t numNodes = mSkeleton->GetNumNodes(); - for (int nodeIndex = 0; nodeIndex < numNodes; nodeIndex++) + for (size_t nodeIndex = 0; nodeIndex < numNodes; nodeIndex++) { // check if this node has a mesh, if not we can skip it Mesh* mesh = GetMesh(geomLODLevel, nodeIndex); @@ -1744,7 +1730,7 @@ namespace EMotionFX const Transform nodeTransform = pose.GetModelSpaceTransform(nodeIndex); const Transform mirroredTransform = nodeTransform.Mirrored(AZ::Vector3(1.0f, 0.0f, 0.0f)); - uint32 numMatches = 0; + size_t numMatches = 0; uint16 result = MCORE_INVALIDINDEX16; // find nodes that have the mirrored transform @@ -1793,8 +1779,8 @@ namespace EMotionFX Pose& bindPose = *mSkeleton->GetBindPose(); bindPose.LinkToActor(this, Pose::FLAG_LOCALTRANSFORMREADY, false); - const AZ::u32 numMorphs = bindPose.GetNumMorphWeights(); - for (AZ::u32 i = 0; i < numMorphs; ++i) + const size_t numMorphs = bindPose.GetNumMorphWeights(); + for (size_t i = 0; i < numMorphs; ++i) { bindPose.SetMorphWeight(i, 0.0f); } @@ -1889,13 +1875,13 @@ namespace EMotionFX } } - void Actor::ReserveMaterials(uint32 lodLevel, uint32 numMaterials) + void Actor::ReserveMaterials(size_t lodLevel, size_t numMaterials) { mMaterials[lodLevel].reserve(numMaterials); } // get a material - Material* Actor::GetMaterial(uint32 lodLevel, uint32 nr) const + Material* Actor::GetMaterial(size_t lodLevel, size_t nr) const { MCORE_ASSERT(lodLevel < mMaterials.size()); MCORE_ASSERT(nr < mMaterials[lodLevel].size()); @@ -1904,41 +1890,29 @@ namespace EMotionFX // get a material by name - uint32 Actor::FindMaterialIndexByName(uint32 lodLevel, const char* name) const + size_t Actor::FindMaterialIndexByName(size_t lodLevel, const char* name) const { - MCORE_ASSERT(lodLevel < mMaterials.size()); - // search through all materials - const uint32 numMaterials = mMaterials[lodLevel].size(); - for (uint32 i = 0; i < numMaterials; ++i) + const auto foundMaterial = AZStd::find_if(mMaterials[lodLevel].begin(), mMaterials[lodLevel].end(), [name](const Material* material) { - if (mMaterials[lodLevel][i]->GetNameString() == name) - { - return i; - } - } - - // no material found - return MCORE_INVALIDINDEX32; + return material->GetNameString() == name; + }); + return foundMaterial != mMaterials[lodLevel].end() ? AZStd::distance(mMaterials[lodLevel].begin(), foundMaterial) : InvalidIndex; } // set a material - void Actor::SetMaterial(uint32 lodLevel, uint32 nr, Material* mat) + void Actor::SetMaterial(size_t lodLevel, size_t nr, Material* mat) { - MCORE_ASSERT(lodLevel < mMaterials.size()); - MCORE_ASSERT(nr < mMaterials[lodLevel].size()); mMaterials[lodLevel][nr] = mat; } - void Actor::AddMaterial(uint32 lodLevel, Material* mat) + void Actor::AddMaterial(size_t lodLevel, Material* mat) { - MCORE_ASSERT(lodLevel < mMaterials.size()); mMaterials[lodLevel].emplace_back(mat); } - size_t Actor::GetNumMaterials(uint32 lodLevel) const + size_t Actor::GetNumMaterials(size_t lodLevel) const { - MCORE_ASSERT(lodLevel < mMaterials.size()); return mMaterials[lodLevel].size(); } @@ -1990,7 +1964,7 @@ namespace EMotionFX } - void Actor::SetMorphSetup(uint32 lodLevel, MorphSetup* setup) + void Actor::SetMorphSetup(size_t lodLevel, MorphSetup* setup) { mMorphSetups[lodLevel] = setup; } @@ -2157,14 +2131,14 @@ namespace EMotionFX return lodLevels[lodLevel].mNodeInfos[nodeIndex].mMesh; } - MeshDeformerStack* Actor::GetMeshDeformerStack(uint32 lodLevel, size_t nodeIndex) const + MeshDeformerStack* Actor::GetMeshDeformerStack(size_t lodLevel, size_t nodeIndex) const { const AZStd::vector& lodLevels = m_meshLodData.m_lodLevels; return lodLevels[lodLevel].mNodeInfos[nodeIndex].mStack; } // set the mesh for a given node in a given LOD - void Actor::SetMesh(uint32 lodLevel, size_t nodeIndex, Mesh* mesh) + void Actor::SetMesh(size_t lodLevel, size_t nodeIndex, Mesh* mesh) { AZStd::vector& lodLevels = m_meshLodData.m_lodLevels; lodLevels[lodLevel].mNodeInfos[nodeIndex].mMesh = mesh; @@ -2172,14 +2146,14 @@ namespace EMotionFX // set the mesh deformer stack for a given node in a given LOD - void Actor::SetMeshDeformerStack(uint32 lodLevel, size_t nodeIndex, MeshDeformerStack* stack) + void Actor::SetMeshDeformerStack(size_t lodLevel, size_t nodeIndex, MeshDeformerStack* stack) { AZStd::vector& lodLevels = m_meshLodData.m_lodLevels; lodLevels[lodLevel].mNodeInfos[nodeIndex].mStack = stack; } // check if the mesh has a skinning deformer (either linear or dual quat) - bool Actor::CheckIfHasSkinningDeformer(uint32 lodLevel, size_t nodeIndex) const + bool Actor::CheckIfHasSkinningDeformer(size_t lodLevel, size_t nodeIndex) const { // check if there is a mesh Mesh* mesh = GetMesh(lodLevel, nodeIndex); @@ -2199,7 +2173,7 @@ namespace EMotionFX } // remove the mesh for a given node in a given LOD - void Actor::RemoveNodeMeshForLOD(uint32 lodLevel, size_t nodeIndex, bool destroyMesh) + void Actor::RemoveNodeMeshForLOD(size_t lodLevel, size_t nodeIndex, bool destroyMesh) { AZStd::vector& lodLevels = m_meshLodData.m_lodLevels; @@ -2289,7 +2263,7 @@ namespace EMotionFX } // scale morph target data - for (uint32 lod = 0; lod < numLODs; ++lod) + for (size_t lod = 0; lod < numLODs; ++lod) { MorphSetup* morphSetup = GetMorphSetup(lod); if (morphSetup) @@ -2819,8 +2793,8 @@ namespace EMotionFX AZ_Assert(morphTargetDeltaView.data(), "Unable to find MORPHTARGET_VERTEXDELTAS buffer"); const AZ::RPI::PackedCompressedMorphTargetDelta* vertexDeltas = reinterpret_cast(morphTargetDeltaView.data()); - const AZ::u32 numMorphTargets = morphSetup->GetNumMorphTargets(); - for (AZ::u32 mtIndex = 0; mtIndex < numMorphTargets; ++mtIndex) + const size_t numMorphTargets = morphSetup->GetNumMorphTargets(); + for (size_t mtIndex = 0; mtIndex < numMorphTargets; ++mtIndex) { MorphTargetStandard* morphTarget = static_cast(morphSetup->GetMorphTarget(mtIndex)); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h index 21b97c0bd6..efcfa52413 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h @@ -234,7 +234,7 @@ namespace EMotionFX * @param lodLevel The LOD level to check for. * @result Returns true when skinned meshes are present in the specified LOD level, otherwise false is returned. */ - bool CheckIfHasSkinnedMeshes(AZ::u32 lodLevel) const; + bool CheckIfHasSkinnedMeshes(size_t lodLevel) const; /** * Extract a list with nodes that represent bones. @@ -245,7 +245,7 @@ namespace EMotionFX * @param outBoneList The array of indices to nodes that will be filled with the nodes that are bones. When the outBoneList array * already contains items, the array will first be cleared, so all existing contents will be lost. */ - void ExtractBoneList(uint32 lodLevel, AZStd::vector* outBoneList) const; + void ExtractBoneList(size_t lodLevel, AZStd::vector* outBoneList) const; //------------------------------------------------ void SetPhysicsSetup(const AZStd::shared_ptr& physicsSetup); @@ -261,7 +261,7 @@ namespace EMotionFX * @param lodLevel The geometry LOD level to work on. * @param numMaterials The amount of materials to pre-allocate space for. */ - void ReserveMaterials(uint32 lodLevel, uint32 numMaterials); + void ReserveMaterials(size_t lodLevel, size_t numMaterials); /** * Get a given material. @@ -269,7 +269,7 @@ namespace EMotionFX * @param nr The material number to get. * @result A pointer to the material. */ - Material* GetMaterial(uint32 lodLevel, uint32 nr) const; + Material* GetMaterial(size_t lodLevel, size_t nr) const; /** * Find the material number/index of the material with the specified name. @@ -279,7 +279,7 @@ namespace EMotionFX * @result Returns the material number/index, which you can use to GetMaterial. When no material with the given name * can be found, a value of MCORE_INVALIDINDEX32 is returned. */ - uint32 FindMaterialIndexByName(uint32 lodLevel, const char* name) const; + size_t FindMaterialIndexByName(size_t lodLevel, const char* name) const; /** * Set a given material. @@ -287,14 +287,14 @@ namespace EMotionFX * @param nr The material number to set. * @param mat The material to set at this index. */ - void SetMaterial(uint32 lodLevel, uint32 nr, Material* mat); + void SetMaterial(size_t lodLevel, size_t nr, Material* mat); /** * Add a material to the back of the material list. * @param lodLevel The LOD level add the material to. * @param mat The material to add to the back of the list. */ - void AddMaterial(uint32 lodLevel, Material* mat); + void AddMaterial(size_t lodLevel, Material* mat); /** * Remove the given material from the material list and reassign all material numbers of the sub meshes @@ -306,14 +306,14 @@ namespace EMotionFX * @param lodLevel The LOD level add the material to. * @param index The material index of the material to remove. */ - void RemoveMaterial(uint32 lodLevel, uint32 index); + void RemoveMaterial(size_t lodLevel, size_t index); /** * Get the number of materials. * @param lodLevel The LOD level to get the number of material from. * @result The number of materials this actor has/uses. */ - size_t GetNumMaterials(uint32 lodLevel) const; + size_t GetNumMaterials(size_t lodLevel) const; /** * Removes all materials from this actor. @@ -329,7 +329,7 @@ namespace EMotionFX * @param index The material number to check. * @result Returns true when there are meshes using the material, otherwise false is returned. */ - bool CheckIfIsMaterialUsed(uint32 lodLevel, uint32 index) const; + bool CheckIfIsMaterialUsed(size_t lodLevel, size_t index) const; //------------------------------------------------ @@ -348,20 +348,20 @@ namespace EMotionFX * @param[in] copySkeletalLODFlags Copy over the skeletal LOD flags in case of true, skip them in case of false. * @param[in] delLODActorFromMem When set to true, the method will automatically delete the given copyActor from memory. */ - void CopyLODLevel(Actor* copyActor, uint32 copyLODLevel, uint32 replaceLODLevel, bool copySkeletalLODFlags); + void CopyLODLevel(Actor* copyActor, size_t copyLODLevel, size_t replaceLODLevel, bool copySkeletalLODFlags); /** * Insert LOD level at the given position. * This function will not copy any meshes, deformer, morph targets or materials but just insert an empty LOD level. * @param[in] insertAt The position to insert the new LOD level. */ - void InsertLODLevel(uint32 insertAt); + void InsertLODLevel(size_t insertAt); /** * Set the number of LOD levels. * This will be called by the importer. Do not use manually. */ - void SetNumLODLevels(uint32 numLODs, bool adjustMorphSetup = true); + void SetNumLODLevels(size_t numLODs, bool adjustMorphSetup = true); /** * Get the number of LOD levels inside this actor. @@ -385,7 +385,7 @@ namespace EMotionFX * @param outNumVertices The integer to write the number of vertices in. * @param outNumIndices The integer to write the number of indices in. */ - void CalcMeshTotals(uint32 lodLevel, uint32* outNumPolygons, uint32* outNumVertices, uint32* outNumIndices) const; + void CalcMeshTotals(size_t lodLevel, uint32* outNumPolygons, uint32* outNumVertices, uint32* outNumIndices) const; /** * Calculates the total number of vertices and indices of all STATIC node meshes for the given LOD. @@ -394,7 +394,7 @@ namespace EMotionFX * @param outNumVertices The integer to write the number of vertices in. * @param outNumIndices The integer to write the number of indices in. */ - void CalcStaticMeshTotals(uint32 lodLevel, uint32* outNumVertices, uint32* outNumIndices); + void CalcStaticMeshTotals(size_t lodLevel, uint32* outNumVertices, uint32* outNumIndices); /** * Calculates the total number of vertices and indices of all DEFORMABLE node meshes for the given LOD. @@ -404,7 +404,7 @@ namespace EMotionFX * @param outNumVertices The integer to write the number of vertices in. * @param outNumIndices The integer to write the number of indices in. */ - void CalcDeformableMeshTotals(uint32 lodLevel, uint32* outNumVertices, uint32* outNumIndices); + void CalcDeformableMeshTotals(size_t lodLevel, uint32* outNumVertices, uint32* outNumIndices); /** * Calculates the maximum number of bone influences. @@ -412,7 +412,7 @@ namespace EMotionFX * @param lodLevel The LOD level, where 0 is the highest detail LOD level. This value must be in range of [0..GetNumLODLevels()-1]. * @result The maximum number of influences. This will be 0 for non-softskinned objects. */ - uint32 CalcMaxNumInfluences(uint32 lodLevel) const; + size_t CalcMaxNumInfluences(size_t lodLevel) const; /** * Calculates the maximum number of bone influences. @@ -424,7 +424,7 @@ namespace EMotionFX * @param lodLevel The detail level to calculate the results for. A value of 0 is the highest detail. * @result The maximum number of vertex/bone influences. This will be 0 for rigid, non-skinned objects. */ - uint32 CalcMaxNumInfluences(uint32 lodLevel, AZStd::vector& outVertexCounts) const; + size_t CalcMaxNumInfluences(size_t lodLevel, AZStd::vector& outVertexCounts) const; /** * Verify if the skinning will look correctly in the given geometry LOD for a given skeletal LOD level. @@ -438,7 +438,7 @@ namespace EMotionFX * disabled nodes from the given skeletal LOD level. * @param geometryLODLevel The geometry LOD level to test the skeletal LOD against with. */ - void VerifySkinning(AZStd::vector& conflictNodeFlags, uint32 skeletalLODLevel, uint32 geometryLODLevel); + void VerifySkinning(AZStd::vector& conflictNodeFlags, size_t skeletalLODLevel, size_t geometryLODLevel); /** * Checks if the given material is used by a given mesh. @@ -446,7 +446,7 @@ namespace EMotionFX * @param materialIndex The index of the material to check. * @return True if one of the submeshes of the given mesh uses the given material, false if not. */ - bool CheckIfIsMaterialUsed(Mesh* mesh, uint32 materialIndex) const; + bool CheckIfIsMaterialUsed(Mesh* mesh, size_t materialIndex) const; //------------------ @@ -546,7 +546,7 @@ namespace EMotionFX * @result A smart pointer object to the morph setup. Use the MCore::Pointer::GetPointer() to get the actual pointer. * That GetPointer() method will return nullptr when there is no morph setup for the given LOD level. */ - MCORE_INLINE MorphSetup* GetMorphSetup(uint32 geomLODLevel) const { return mMorphSetups[geomLODLevel]; } + MCORE_INLINE MorphSetup* GetMorphSetup(size_t geomLODLevel) const { return mMorphSetups[geomLODLevel]; } /** * Remove all morph setups. Morph setups contain all morph targtets. @@ -561,7 +561,7 @@ namespace EMotionFX * @param lodLevel The LOD level, which must be in range of [0..GetNumLODLevels()-1]. * @param setup The morph setup for this LOD. */ - void SetMorphSetup(uint32 lodLevel, MorphSetup* setup); + void SetMorphSetup(size_t lodLevel, MorphSetup* setup); /** * Get the number of node groups inside this actor object. @@ -735,7 +735,7 @@ namespace EMotionFX * @param startNodeIndex The node to start looking at, for example the node index of the finger bone. * @result Returns the index of the first active node, when moving up the hierarchy towards the root node. Returns MCORE_INVALIDINDEX32 when not found. */ - size_t FindFirstActiveParentBone(uint32 skeletalLOD, size_t startNodeIndex) const; + size_t FindFirstActiveParentBone(size_t skeletalLOD, size_t startNodeIndex) const; /** * Make the geometry LOD levels compatible with the skinning LOD levels. @@ -777,7 +777,7 @@ namespace EMotionFX uint32 GetThreadIndex() const { return mThreadIndex; } Mesh* GetMesh(size_t lodLevel, size_t nodeIndex) const; - MeshDeformerStack* GetMeshDeformerStack(uint32 lodLevel, size_t nodeIndex) const; + MeshDeformerStack* GetMeshDeformerStack(size_t lodLevel, size_t nodeIndex) const; /** Finds the mesh points for which the specified node is the node with the highest influence. * This is a pretty expensive function which is only intended for use in the editor. @@ -790,13 +790,13 @@ namespace EMotionFX MCORE_INLINE Skeleton* GetSkeleton() const { return mSkeleton; } MCORE_INLINE size_t GetNumNodes() const { return mSkeleton->GetNumNodes(); } - void SetMesh(uint32 lodLevel, size_t nodeIndex, Mesh* mesh); - void SetMeshDeformerStack(uint32 lodLevel, size_t nodeIndex, MeshDeformerStack* stack); + void SetMesh(size_t lodLevel, size_t nodeIndex, Mesh* mesh); + void SetMeshDeformerStack(size_t lodLevel, size_t nodeIndex, MeshDeformerStack* stack); - bool CheckIfHasMorphDeformer(uint32 lodLevel, size_t nodeIndex) const; - bool CheckIfHasSkinningDeformer(uint32 lodLevel, size_t nodeIndex) const; + bool CheckIfHasMorphDeformer(size_t lodLevel, size_t nodeIndex) const; + bool CheckIfHasSkinningDeformer(size_t lodLevel, size_t nodeIndex) const; - void RemoveNodeMeshForLOD(uint32 lodLevel, size_t nodeIndex, bool destroyMesh = true); + void RemoveNodeMeshForLOD(size_t lodLevel, size_t nodeIndex, bool destroyMesh = true); void SetNumNodes(size_t numNodes); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/ActorInstance.h b/Gems/EMotionFX/Code/EMotionFX/Source/ActorInstance.h index 4b605afc3b..c6bd84c0c8 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/ActorInstance.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/ActorInstance.h @@ -801,7 +801,7 @@ namespace EMotionFX * @param index An index in the array of enabled nodes. This must be in range of [0..GetNumEnabledNodes()-1]. * @result The node number, which relates to Actor::GetNode( returnValue ). */ - MCORE_INLINE uint16 GetEnabledNode(uint32 index) const { return mEnabledNodes[index]; } + MCORE_INLINE uint16 GetEnabledNode(size_t index) const { return mEnabledNodes[index]; } /** * Enable all nodes inside the actor instance. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.cpp index 2daaac6a85..34e336bf2f 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.cpp @@ -294,7 +294,7 @@ namespace EMotionFX } // initialize the mesh deformer - void DualQuatSkinDeformer::Reinitialize(Actor* actor, Node* node, uint32 lodLevel) + void DualQuatSkinDeformer::Reinitialize(Actor* actor, Node* node, size_t lodLevel) { MCORE_UNUSED(actor); MCORE_UNUSED(node); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.h b/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.h index fc1c986b68..d3bec012f6 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/DualQuatSkinDeformer.h @@ -68,7 +68,7 @@ namespace EMotionFX * @param node The node where the mesh belongs to during this initialization. * @param lodLevel The LOD level of the mesh the mesh deformer works on. */ - void Reinitialize(Actor* actor, Node* node, uint32 lodLevel) override; + void Reinitialize(Actor* actor, Node* node, size_t lodLevel) override; /** * Creates an exact clone (copy) of this deformer, and returns a pointer to it. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.cpp index 1203e3762a..c86cc66b61 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.cpp @@ -740,7 +740,7 @@ namespace EMotionFX // returns the maximum number of weights/influences for this mesh - uint32 Mesh::CalcMaxNumInfluences() const + size_t Mesh::CalcMaxNumInfluences() const { // try to locate the skinning attribute information SkinningInfoVertexAttributeLayer* skinningLayer = (SkinningInfoVertexAttributeLayer*)FindSharedVertexAttributeLayer(SkinningInfoVertexAttributeLayer::TYPE_ID); @@ -760,37 +760,33 @@ namespace EMotionFX } // return the maximum number of influences - return aznumeric_cast(maxInfluences); + return maxInfluences; } // returns the maximum number of weights/influences for this mesh plus some extra information - uint32 Mesh::CalcMaxNumInfluences(AZStd::vector& outVertexCounts) const + size_t Mesh::CalcMaxNumInfluences(AZStd::vector& outVertexCounts) const { - size_t maxInfluences = 0; - // Reset values. outVertexCounts.resize(CalcMaxNumInfluences() + 1); - for (size_t j = 0; j < outVertexCounts.size(); ++j) - { - outVertexCounts[j] = 0; - } + AZStd::fill(begin(outVertexCounts), end(outVertexCounts), 0); // Does the mesh have a skinning layer? If no we can quit directly as this means there are only unskinned vertices. SkinningInfoVertexAttributeLayer* skinningLayer = (SkinningInfoVertexAttributeLayer*)FindSharedVertexAttributeLayer(SkinningInfoVertexAttributeLayer::TYPE_ID); if (!skinningLayer) { outVertexCounts[0] = GetNumVertices(); - return aznumeric_cast(maxInfluences); + return 0; } - uint32* orgVerts = (uint32*)FindVertexData(Mesh::ATTRIB_ORGVTXNUMBERS); + const uint32* orgVerts = (uint32*)FindVertexData(Mesh::ATTRIB_ORGVTXNUMBERS); // Get the vertex counts for the influences. + size_t maxInfluences = 0; const uint32 numVerts = GetNumVertices(); for (uint32 i = 0; i < numVerts; ++i) { - uint32 orgVertex = orgVerts[i]; + const uint32 orgVertex = orgVerts[i]; // Increase the number of vertices for the given influence value. const size_t numInfluences = skinningLayer->GetNumInfluences(orgVertex); @@ -800,7 +796,7 @@ namespace EMotionFX maxInfluences = AZStd::max(maxInfluences, numInfluences); } - return aznumeric_cast(maxInfluences); + return maxInfluences; } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.h b/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.h index 4a86a9875d..420bac0f33 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Mesh.h @@ -462,7 +462,7 @@ namespace EMotionFX * This is calculated by for each vertex checking the number of bone influences, and take the maximum of that amount. * @result The maximum number of influences. This will be 0 for non-softskinned objects. */ - uint32 CalcMaxNumInfluences() const; + size_t CalcMaxNumInfluences() const; /** * Calculates the maximum number of bone influences. @@ -472,7 +472,7 @@ namespace EMotionFX * which are effected by 4 bones. * @result The maximum number of influences. This will be 0 for non-softskinned objects. */ - uint32 CalcMaxNumInfluences(AZStd::vector& outVertexCounts) const; + size_t CalcMaxNumInfluences(AZStd::vector& outVertexCounts) const; /** * Extract a list of positions of the original vertices. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.cpp index a7d628b8c3..b269fdecdd 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.cpp @@ -45,7 +45,7 @@ namespace EMotionFX // reinitialize the mesh deformer - void MeshDeformer::Reinitialize(Actor* actor, Node* node, uint32 lodLevel) + void MeshDeformer::Reinitialize(Actor* actor, Node* node, size_t lodLevel) { MCORE_UNUSED(actor); MCORE_UNUSED(node); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.h b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.h index 6b379eda1d..78bdc842e9 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformer.h @@ -49,7 +49,7 @@ namespace EMotionFX * @param node The node where the mesh belongs to during this initialization. * @param lodLevel The LOD level of the mesh the mesh deformer works on. */ - virtual void Reinitialize(Actor* actor, Node* node, uint32 lodLevel); + virtual void Reinitialize(Actor* actor, Node* node, size_t lodLevel); /** * Creates an exact clone (copy) of this deformer, and returns a pointer to it. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.cpp index c4fae4d3bb..82245a505f 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.cpp @@ -114,13 +114,13 @@ namespace EMotionFX // reinitialize mesh deformers - void MeshDeformerStack::ReinitializeDeformers(Actor* actor, Node* node, uint32 lodLevel) + void MeshDeformerStack::ReinitializeDeformers(Actor* actor, Node* node, size_t lodLevel) { // if we have deformers in the stack - const uint32 numDeformers = mDeformers.size(); + const size_t numDeformers = mDeformers.size(); // iterate through the deformers and reinitialize them - for (uint32 i = 0; i < numDeformers; ++i) + for (size_t i = 0; i < numDeformers; ++i) { mDeformers[i]->Reinitialize(actor, node, lodLevel); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.h b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.h index 020e2b2b75..0b1ce6fbcb 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MeshDeformerStack.h @@ -74,7 +74,7 @@ namespace EMotionFX * @param node The node to use for the reinitialize, so the node where the mesh belongs to during this initialization. * @param lodLevel The LOD level the mesh deformers work on. */ - void ReinitializeDeformers(Actor* actor, Node* node, uint32 lodLevel); + void ReinitializeDeformers(Actor* actor, Node* node, size_t lodLevel); /** * Add a given deformer to the back of the stack. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.cpp index 41b1475927..b40ff27ce0 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.cpp @@ -194,7 +194,7 @@ namespace EMotionFX // initialize the mesh deformer - void MorphMeshDeformer::Reinitialize(Actor* actor, Node* node, uint32 lodLevel) + void MorphMeshDeformer::Reinitialize(Actor* actor, Node* node, size_t lodLevel) { // clear the deform passes, but don't free the currently allocated/reserved memory mDeformPasses.clear(); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.h b/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.h index ae56ecc96d..303c379248 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.h @@ -103,7 +103,7 @@ namespace EMotionFX * @param node The node where the mesh belongs to during this initialization. * @param lodLevel The LOD level of the mesh the mesh deformer works on. */ - void Reinitialize(Actor* actor, Node* node, uint32 lodLevel) override; + void Reinitialize(Actor* actor, Node* node, size_t lodLevel) override; /** * Creates an exact clone (copy) of this deformer, and returns a pointer to it. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.cpp index 386f73ae23..0b27ee634e 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.cpp @@ -196,7 +196,7 @@ namespace EMotionFX } - void MorphSetup::ReserveMorphTargets(uint32 numMorphTargets) + void MorphSetup::ReserveMorphTargets(size_t numMorphTargets) { mMorphTargets.reserve(numMorphTargets); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.h b/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.h index c7c04ae636..45c55d301c 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphSetup.h @@ -34,7 +34,7 @@ namespace EMotionFX * This does not influence the return value of GetNumMorphTargets(). * @param numMorphTargets The number of morph targets to pre-allocate space for. */ - void ReserveMorphTargets(uint32 numMorphTargets); + void ReserveMorphTargets(size_t numMorphTargets); /** * Get the number of morph targets inside this morph setup. @@ -47,7 +47,7 @@ namespace EMotionFX * @param nr The morph target number, must be in range of [0..GetNumMorphTargets()-1]. * @result A pointer to the morph target. */ - MCORE_INLINE MorphTarget* GetMorphTarget(uint32 nr) const { return mMorphTargets[nr]; } + MCORE_INLINE MorphTarget* GetMorphTarget(size_t nr) const { return mMorphTargets[nr]; } /** * Add a morph target to this morph setup. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphTarget.h b/Gems/EMotionFX/Code/EMotionFX/Source/MorphTarget.h index 829d6f5be6..3e32229691 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphTarget.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphTarget.h @@ -68,7 +68,7 @@ namespace EMotionFX * @param scale This must contain the initial scale, and will be modified inside this method as well. * @param weight The absolute weight value. */ - virtual void ApplyTransformation(ActorInstance* actorInstance, uint32 nodeIndex, AZ::Vector3& position, AZ::Quaternion& rotation, AZ::Vector3& scale, float weight) = 0; + virtual void ApplyTransformation(ActorInstance* actorInstance, size_t nodeIndex, AZ::Vector3& position, AZ::Quaternion& rotation, AZ::Vector3& scale, float weight) = 0; /** * Get the unique ID of this morph target. @@ -212,7 +212,7 @@ namespace EMotionFX * @param nodeIndex The node number to perform the check on. * @result Returns true if the given node will be modified by this morph target, otherwise false is returned. */ - virtual bool Influences(uint32 nodeIndex) const = 0; + virtual bool Influences(size_t nodeIndex) const = 0; /** * Calculate the range based weight value from a normalized weight value given by a facial animation key frame. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.cpp index d1c23ba04d..4ee07c38f2 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.cpp @@ -170,7 +170,7 @@ namespace EMotionFX // apply the relative transformation to the specified node // store the result in the position, rotation and scale parameters - void MorphTargetStandard::ApplyTransformation(ActorInstance* actorInstance, uint32 nodeIndex, AZ::Vector3& position, AZ::Quaternion& rotation, AZ::Vector3& scale, float weight) + void MorphTargetStandard::ApplyTransformation(ActorInstance* actorInstance, size_t nodeIndex, AZ::Vector3& position, AZ::Quaternion& rotation, AZ::Vector3& scale, float weight) { // calculate the normalized weight (in range of 0..1) const float newWeight = MCore::Clamp(weight, mRangeMin, mRangeMax); // make sure its within the range @@ -202,7 +202,7 @@ namespace EMotionFX // check if this morph target influences the specified node or not - bool MorphTargetStandard::Influences(uint32 nodeIndex) const + bool MorphTargetStandard::Influences(size_t nodeIndex) const { // check if there is a deform data object, which works on the specified node for (const DeformData* deformData : mDeformDatas) @@ -338,7 +338,7 @@ namespace EMotionFX //--------------------------------------------------- // constructor - MorphTargetStandard::DeformData::DeformData(uint32 nodeIndex, uint32 numVerts) + MorphTargetStandard::DeformData::DeformData(size_t nodeIndex, uint32 numVerts) { mNodeIndex = nodeIndex; mNumVerts = numVerts; @@ -356,7 +356,7 @@ namespace EMotionFX // create - MorphTargetStandard::DeformData* MorphTargetStandard::DeformData::Create(uint32 nodeIndex, uint32 numVerts) + MorphTargetStandard::DeformData* MorphTargetStandard::DeformData::Create(size_t nodeIndex, uint32 numVerts) { return aznew MorphTargetStandard::DeformData(nodeIndex, numVerts); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.h b/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.h index cda878efbb..d519e98f57 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MorphTargetStandard.h @@ -66,7 +66,7 @@ namespace EMotionFX uint32 mVertexNr; /**< The vertex number inside the mesh to apply this to. */ }; - static DeformData* Create(uint32 nodeIndex, uint32 numVerts); + static DeformData* Create(size_t nodeIndex, uint32 numVerts); // creates a clone DeformData* Clone(); @@ -74,7 +74,7 @@ namespace EMotionFX public: VertexDelta* mDeltas; /**< The delta values. */ uint32 mNumVerts; /**< The number of vertices in the mDeltas and mVertexNumbers arrays. */ - uint32 mNodeIndex; /**< The node which this data works on. */ + size_t mNodeIndex; /**< The node which this data works on. */ float mMinValue; /**< The compression/decompression minimum value for the delta positions. */ float mMaxValue; /**< The compression/decompression maximum value for the delta positions. */ @@ -83,7 +83,7 @@ namespace EMotionFX * @param nodeIndex The node number on which the deformations should work. * @param numVerts The number of vertices modified by this deform. */ - DeformData(uint32 nodeIndex, uint32 numVerts); + DeformData(size_t nodeIndex, uint32 numVerts); /** * The destructor. @@ -155,14 +155,14 @@ namespace EMotionFX * @param scale The input scale to which relative adjustments will be applied. * @param weight The absolute weight value. */ - void ApplyTransformation(ActorInstance* actorInstance, uint32 nodeIndex, AZ::Vector3& position, AZ::Quaternion& rotation, AZ::Vector3& scale, float weight) override; + void ApplyTransformation(ActorInstance* actorInstance, size_t nodeIndex, AZ::Vector3& position, AZ::Quaternion& rotation, AZ::Vector3& scale, float weight) override; /** * Checks if this morph target would influence the given node. * @param nodeIndex The node to perform the check with. * @result Returns true if the given node will be modified by this morph target, otherwise false is returned. */ - bool Influences(uint32 nodeIndex) const override; + bool Influences(size_t nodeIndex) const override; /** * Apply the relative deformations for this morph target to the given actor instance. diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Node.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/Node.cpp index 5474087574..8f14fcc2b1 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Node.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Node.cpp @@ -400,22 +400,22 @@ namespace EMotionFX - void Node::SetSkeletalLODLevelBits(uint32 bitValues) + void Node::SetSkeletalLODLevelBits(size_t bitValues) { mSkeletalLODs = bitValues; } - void Node::SetSkeletalLODStatus(uint32 lodLevel, bool enabled) + void Node::SetSkeletalLODStatus(size_t lodLevel, bool enabled) { - MCORE_ASSERT(lodLevel <= 31); + MCORE_ASSERT(lodLevel <= 63); if (enabled) { - mSkeletalLODs |= (1 << lodLevel); + mSkeletalLODs |= (1ull << lodLevel); } else { - mSkeletalLODs &= ~(1 << lodLevel); + mSkeletalLODs &= ~(1ull << lodLevel); } } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Node.h b/Gems/EMotionFX/Code/EMotionFX/Source/Node.h index fe22a12c8d..9aa01201d2 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Node.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Node.h @@ -346,7 +346,7 @@ namespace EMotionFX * Bit 0 represents LOD 0, bit 1 represents LOD 1, etc. * @param bitValues The unsigned 32-bits integer that contains the settings for each LOD. */ - void SetSkeletalLODLevelBits(uint32 bitValues); + void SetSkeletalLODLevelBits(size_t bitValues); /** * Set the skeletal LOD status for a given LOD level. @@ -357,14 +357,14 @@ namespace EMotionFX * @param lodLevel The skeletal LOD level to change the settings for. This must be in range of [0..31]. * @param enabled Set to true when you wish the node to be enabled in the given LOD, or false when you wish to disable it in the given LOD. */ - void SetSkeletalLODStatus(uint32 lodLevel, bool enabled); + void SetSkeletalLODStatus(size_t lodLevel, bool enabled); /** * Get the skeletal LOD status for this node at a given skeletal LOD. * @param lodLevel The skeletal LOD level to check. * @result Returns true when this node is enabled in the specified LOD level. Otherwise false is returned. */ - MCORE_INLINE bool GetSkeletalLODStatus(size_t lodLevel) const { return (mSkeletalLODs & (1 << lodLevel)) != 0; } + MCORE_INLINE bool GetSkeletalLODStatus(size_t lodLevel) const { return (mSkeletalLODs & (1ull << lodLevel)) != 0; } //-------------------------------------------- @@ -417,7 +417,7 @@ namespace EMotionFX private: size_t mNodeIndex; /**< The node index, which is the index into the array of nodes inside the Skeleton class. */ size_t mParentIndex; /**< The parent node index, or MCORE_INVALIDINDEX32 when there is no parent. */ - uint32 mSkeletalLODs; /**< The skeletal LOD status values. Each bit represents if this node is enabled or disabled in the given LOD. */ + size_t mSkeletalLODs; /**< The skeletal LOD status values. Each bit represents if this node is enabled or disabled in the given LOD. */ size_t mNameID; /**< The ID, which is generated from the name. You can use this for fast compares between nodes. */ size_t mSemanticNameID; /**< The semantic name ID, for example "LeftHand" or "RightFoot" or so, this can be used for retargeting. */ Skeleton* mSkeleton; /**< The skeleton where this node belongs to. */ diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.cpp index edc1ea37cd..e708d255d3 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.cpp @@ -39,35 +39,35 @@ namespace EMotionFX // preallocate space - void NodeMap::Reserve(uint32 numEntries) + void NodeMap::Reserve(size_t numEntries) { mEntries.reserve(numEntries); } // resize the entries array - void NodeMap::Resize(uint32 numEntries) + void NodeMap::Resize(size_t numEntries) { mEntries.resize(numEntries); } // modify the first name of a given entry - void NodeMap::SetFirstName(uint32 entryIndex, const char* name) + void NodeMap::SetFirstName(size_t entryIndex, const char* name) { mEntries[entryIndex].mFirstNameID = MCore::GetStringIdPool().GenerateIdForString(name); } // modify the second name - void NodeMap::SetSecondName(uint32 entryIndex, const char* name) + void NodeMap::SetSecondName(size_t entryIndex, const char* name) { mEntries[entryIndex].mSecondNameID = MCore::GetStringIdPool().GenerateIdForString(name); } // modify a given entry - void NodeMap::SetEntry(uint32 entryIndex, const char* firstName, const char* secondName) + void NodeMap::SetEntry(size_t entryIndex, const char* firstName, const char* secondName) { mEntries[entryIndex].mFirstNameID = MCore::GetStringIdPool().GenerateIdForString(firstName); mEntries[entryIndex].mSecondNameID = MCore::GetStringIdPool().GenerateIdForString(secondName); @@ -78,8 +78,8 @@ namespace EMotionFX void NodeMap::SetEntry(const char* firstName, const char* secondName, bool addIfNotExists) { // check if there is already an entry for this name - const uint32 entryIndex = FindEntryIndexByName(firstName); - if (entryIndex == MCORE_INVALIDINDEX32) + const size_t entryIndex = FindEntryIndexByName(firstName); + if (entryIndex == InvalidIndex) { // if there is no such entry yet, and we also don't want to add a new one, then there is nothing to do if (addIfNotExists == false) @@ -107,7 +107,7 @@ namespace EMotionFX // remove a given entry by its index - void NodeMap::RemoveEntryByIndex(uint32 entryIndex) + void NodeMap::RemoveEntryByIndex(size_t entryIndex) { mEntries.erase(AZStd::next(begin(mEntries), entryIndex)); } @@ -116,8 +116,8 @@ namespace EMotionFX // remove a given entry by its name void NodeMap::RemoveEntryByName(const char* firstName) { - const uint32 entryIndex = FindEntryIndexByName(firstName); - if (entryIndex == MCORE_INVALIDINDEX32) + const size_t entryIndex = FindEntryIndexByName(firstName); + if (entryIndex == InvalidIndex) { return; } @@ -127,10 +127,10 @@ namespace EMotionFX // remove a given entry by its name ID - void NodeMap::RemoveEntryByNameID(uint32 firstNameID) + void NodeMap::RemoveEntryByNameID(size_t firstNameID) { - const uint32 entryIndex = FindEntryIndexByNameID(firstNameID); - if (entryIndex == MCORE_INVALIDINDEX32) + const size_t entryIndex = FindEntryIndexByNameID(firstNameID); + if (entryIndex == InvalidIndex) { return; } @@ -208,18 +208,18 @@ namespace EMotionFX uint32 NodeMap::CalcFileChunkSize() const { // add the node map info header - uint32 numBytes = sizeof(FileFormat::NodeMapChunk); + size_t numBytes = sizeof(FileFormat::NodeMapChunk); // for all entries - const uint32 numEntries = mEntries.size(); - for (uint32 i = 0; i < numEntries; ++i) + const size_t numEntries = mEntries.size(); + for (size_t i = 0; i < numEntries; ++i) { numBytes += CalcFileStringSize(GetFirstNameString(i)); numBytes += CalcFileStringSize(GetSecondNameString(i)); } // return the number of bytes - return numBytes; + return aznumeric_caster(numBytes); } @@ -265,7 +265,7 @@ namespace EMotionFX // the main info FileFormat::NodeMapChunk nodeMapChunk{}; - nodeMapChunk.mNumEntries = mEntries.size(); + nodeMapChunk.mNumEntries = aznumeric_caster(mEntries.size()); MCore::Endian::ConvertUnsignedInt32To(&nodeMapChunk.mNumEntries, targetEndianType); if (f.Write(&nodeMapChunk, sizeof(FileFormat::NodeMapChunk)) == 0) { @@ -282,7 +282,7 @@ namespace EMotionFX } // for all entries - const uint32 numEntries = mEntries.size(); + const uint32 numEntries = aznumeric_caster(mEntries.size()); for (uint32 i = 0; i < numEntries; ++i) { if (WriteFileString(&f, GetFirstNameString(i), targetEndianType) == false) @@ -327,28 +327,28 @@ namespace EMotionFX // get the first name as char pointer - const char* NodeMap::GetFirstName(uint32 entryIndex) const + const char* NodeMap::GetFirstName(size_t entryIndex) const { return MCore::GetStringIdPool().GetName(mEntries[entryIndex].mFirstNameID).c_str(); } // get the second node name as char pointer - const char* NodeMap::GetSecondName(uint32 entryIndex) const + const char* NodeMap::GetSecondName(size_t entryIndex) const { return MCore::GetStringIdPool().GetName(mEntries[entryIndex].mSecondNameID).c_str(); } // get the first node name as string - const AZStd::string& NodeMap::GetFirstNameString(uint32 entryIndex) const + const AZStd::string& NodeMap::GetFirstNameString(size_t entryIndex) const { return MCore::GetStringIdPool().GetName(mEntries[entryIndex].mFirstNameID); } // get the second node name as string - const AZStd::string& NodeMap::GetSecondNameString(uint32 entryIndex) const + const AZStd::string& NodeMap::GetSecondNameString(size_t entryIndex) const { return MCore::GetStringIdPool().GetName(mEntries[entryIndex].mSecondNameID); } @@ -357,48 +357,37 @@ namespace EMotionFX // check if we already have an entry for this name bool NodeMap::GetHasEntry(const char* firstName) const { - return (FindEntryIndexByName(firstName) != MCORE_INVALIDINDEX32); + return (FindEntryIndexByName(firstName) != InvalidIndex); } // find an entry index by its name - uint32 NodeMap::FindEntryIndexByName(const char* firstName) const + size_t NodeMap::FindEntryIndexByName(const char* firstName) const { - const uint32 numEntries = mEntries.size(); - for (uint32 i = 0; i < numEntries; ++i) + const auto foundEntry = AZStd::find_if(begin(mEntries), end(mEntries), [firstName](const MapEntry& entry) { - const AZStd::string& firstNameEntry = GetFirstName(i); - if (firstNameEntry == firstName) - { - return i; - } - } - - return MCORE_INVALIDINDEX32; + return MCore::GetStringIdPool().GetName(entry.mFirstNameID) == firstName; + }); + return foundEntry != end(mEntries) ? AZStd::distance(begin(mEntries), foundEntry) : InvalidIndex; } // find an entry index by its name ID - uint32 NodeMap::FindEntryIndexByNameID(uint32 firstNameID) const + size_t NodeMap::FindEntryIndexByNameID(size_t firstNameID) const { - const uint32 numEntries = mEntries.size(); - for (uint32 i = 0; i < numEntries; ++i) + const auto foundEntry = AZStd::find_if(begin(mEntries), end(mEntries), [firstNameID](const MapEntry& entry) { - if (mEntries[i].mFirstNameID == firstNameID) - { - return i; - } - } - - return MCORE_INVALIDINDEX32; + return entry.mFirstNameID == firstNameID; + }); + return foundEntry != end(mEntries) ? AZStd::distance(begin(mEntries), foundEntry) : InvalidIndex; } // find the second name for a given first name const char* NodeMap::FindSecondName(const char* firstName) const { - const uint32 entryIndex = FindEntryIndexByName(firstName); - if (entryIndex == MCORE_INVALIDINDEX32) + const size_t entryIndex = FindEntryIndexByName(firstName); + if (entryIndex == InvalidIndex) { return nullptr; } @@ -410,8 +399,8 @@ namespace EMotionFX // find the second name based on a first given name void NodeMap::FindSecondName(const char* firstName, AZStd::string* outString) { - const uint32 entryIndex = FindEntryIndexByName(firstName); - if (entryIndex == MCORE_INVALIDINDEX32) + const size_t entryIndex = FindEntryIndexByName(firstName); + if (entryIndex == InvalidIndex) { outString->clear(); return; diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.h b/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.h index 6db38efc32..ae66a243bb 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/NodeMap.h @@ -39,41 +39,37 @@ namespace EMotionFX public: struct MapEntry { - uint32 mFirstNameID; /**< The first name ID, which is the primary key in the map. */ - uint32 mSecondNameID; /**< The second name ID. */ - - MapEntry() - : mFirstNameID(MCORE_INVALIDINDEX32) - , mSecondNameID(MCORE_INVALIDINDEX32) {} + size_t mFirstNameID = InvalidIndex; /**< The first name ID, which is the primary key in the map. */ + size_t mSecondNameID = InvalidIndex; /**< The second name ID. */ }; static NodeMap* Create(); // prealloc space in the map - void Reserve(uint32 numEntries); - void Resize(uint32 numEntries); + void Reserve(size_t numEntries); + void Resize(size_t numEntries); // get data size_t GetNumEntries() const; - const char* GetFirstName(uint32 entryIndex) const; - const char* GetSecondName(uint32 entryIndex) const; - const AZStd::string& GetFirstNameString(uint32 entryIndex) const; - const AZStd::string& GetSecondNameString(uint32 entryIndex) const; + const char* GetFirstName(size_t entryIndex) const; + const char* GetSecondName(size_t entryIndex) const; + const AZStd::string& GetFirstNameString(size_t entryIndex) const; + const AZStd::string& GetSecondNameString(size_t entryIndex) const; bool GetHasEntry(const char* firstName) const; - uint32 FindEntryIndexByName(const char* firstName) const; - uint32 FindEntryIndexByNameID(uint32 firstNameID) const; + size_t FindEntryIndexByName(const char* firstName) const; + size_t FindEntryIndexByNameID(size_t firstNameID) const; const char* FindSecondName(const char* firstName) const; void FindSecondName(const char* firstName, AZStd::string* outString); // set/modify - void SetFirstName(uint32 entryIndex, const char* name); - void SetSecondName(uint32 entryIndex, const char* name); - void SetEntry(uint32 entryIndex, const char* firstName, const char* secondName); + void SetFirstName(size_t entryIndex, const char* name); + void SetSecondName(size_t entryIndex, const char* name); + void SetEntry(size_t entryIndex, const char* firstName, const char* secondName); void AddEntry(const char* firstName, const char* secondName); void SetEntry(const char* firstName, const char* secondName, bool addIfNotExists); - void RemoveEntryByIndex(uint32 entryIndex); + void RemoveEntryByIndex(size_t entryIndex); void RemoveEntryByName(const char* firstName); - void RemoveEntryByNameID(uint32 firstNameID); + void RemoveEntryByNameID(size_t firstNameID); // filename void SetFileName(const char* fileName); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Pose.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/Pose.cpp index 08581e919e..326e0e0448 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Pose.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Pose.cpp @@ -1334,7 +1334,7 @@ namespace EMotionFX } - void Pose::ResizeNumMorphs(uint32 numMorphTargets) + void Pose::ResizeNumMorphs(size_t numMorphTargets) { mMorphWeights.Resize(numMorphTargets); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Pose.h b/Gems/EMotionFX/Code/EMotionFX/Source/Pose.h index ef9653e728..be5f24f8e4 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Pose.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Pose.h @@ -100,24 +100,24 @@ namespace EMotionFX MCORE_INLINE const Transform* GetLocalSpaceTransforms() const { return mLocalSpaceTransforms.GetReadPtr(); } MCORE_INLINE const Transform* GetModelSpaceTransforms() const { return mModelSpaceTransforms.GetReadPtr(); } - MCORE_INLINE uint32 GetNumTransforms() const { return mLocalSpaceTransforms.GetLength(); } + MCORE_INLINE size_t GetNumTransforms() const { return mLocalSpaceTransforms.GetLength(); } MCORE_INLINE const ActorInstance* GetActorInstance() const { return mActorInstance; } MCORE_INLINE const Actor* GetActor() const { return mActor; } MCORE_INLINE const Skeleton* GetSkeleton() const { return mSkeleton; } - MCORE_INLINE Transform& GetLocalSpaceTransformDirect(uint32 nodeIndex) { return mLocalSpaceTransforms[nodeIndex]; } - MCORE_INLINE Transform& GetModelSpaceTransformDirect(uint32 nodeIndex) { return mModelSpaceTransforms[nodeIndex]; } - MCORE_INLINE const Transform& GetLocalSpaceTransformDirect(uint32 nodeIndex) const { return mLocalSpaceTransforms[nodeIndex]; } - MCORE_INLINE const Transform& GetModelSpaceTransformDirect(uint32 nodeIndex) const { return mModelSpaceTransforms[nodeIndex]; } - MCORE_INLINE void SetLocalSpaceTransformDirect(uint32 nodeIndex, const Transform& transform){ mLocalSpaceTransforms[nodeIndex] = transform; mFlags[nodeIndex] |= FLAG_LOCALTRANSFORMREADY; } - MCORE_INLINE void SetModelSpaceTransformDirect(uint32 nodeIndex, const Transform& transform){ mModelSpaceTransforms[nodeIndex] = transform; mFlags[nodeIndex] |= FLAG_MODELTRANSFORMREADY; } - MCORE_INLINE void InvalidateLocalSpaceTransform(uint32 nodeIndex) { mFlags[nodeIndex] &= ~FLAG_LOCALTRANSFORMREADY; } - MCORE_INLINE void InvalidateModelSpaceTransform(uint32 nodeIndex) { mFlags[nodeIndex] &= ~FLAG_MODELTRANSFORMREADY; } + MCORE_INLINE Transform& GetLocalSpaceTransformDirect(size_t nodeIndex) { return mLocalSpaceTransforms[nodeIndex]; } + MCORE_INLINE Transform& GetModelSpaceTransformDirect(size_t nodeIndex) { return mModelSpaceTransforms[nodeIndex]; } + MCORE_INLINE const Transform& GetLocalSpaceTransformDirect(size_t nodeIndex) const { return mLocalSpaceTransforms[nodeIndex]; } + MCORE_INLINE const Transform& GetModelSpaceTransformDirect(size_t nodeIndex) const { return mModelSpaceTransforms[nodeIndex]; } + MCORE_INLINE void SetLocalSpaceTransformDirect(size_t nodeIndex, const Transform& transform){ mLocalSpaceTransforms[nodeIndex] = transform; mFlags[nodeIndex] |= FLAG_LOCALTRANSFORMREADY; } + MCORE_INLINE void SetModelSpaceTransformDirect(size_t nodeIndex, const Transform& transform){ mModelSpaceTransforms[nodeIndex] = transform; mFlags[nodeIndex] |= FLAG_MODELTRANSFORMREADY; } + MCORE_INLINE void InvalidateLocalSpaceTransform(size_t nodeIndex) { mFlags[nodeIndex] &= ~FLAG_LOCALTRANSFORMREADY; } + MCORE_INLINE void InvalidateModelSpaceTransform(size_t nodeIndex) { mFlags[nodeIndex] &= ~FLAG_MODELTRANSFORMREADY; } - MCORE_INLINE void SetMorphWeight(uint32 index, float weight) { mMorphWeights[index] = weight; } - MCORE_INLINE float GetMorphWeight(uint32 index) const { return mMorphWeights[index]; } - MCORE_INLINE uint32 GetNumMorphWeights() const { return mMorphWeights.GetLength(); } - void ResizeNumMorphs(uint32 numMorphTargets); + MCORE_INLINE void SetMorphWeight(size_t index, float weight) { mMorphWeights[index] = weight; } + MCORE_INLINE float GetMorphWeight(size_t index) const { return mMorphWeights[index]; } + MCORE_INLINE size_t GetNumMorphWeights() const { return mMorphWeights.GetLength(); } + void ResizeNumMorphs(size_t numMorphTargets); /** * Blend this pose into a specified destination pose. @@ -168,8 +168,8 @@ namespace EMotionFX Pose& operator=(const Pose& other); - MCORE_INLINE uint8 GetFlags(uint32 nodeIndex) const { return mFlags[nodeIndex]; } - MCORE_INLINE void SetFlags(uint32 nodeIndex, uint8 flags) { mFlags[nodeIndex] = flags; } + MCORE_INLINE uint8 GetFlags(size_t nodeIndex) const { return mFlags[nodeIndex]; } + MCORE_INLINE void SetFlags(size_t nodeIndex, uint8 flags) { mFlags[nodeIndex] = flags; } bool HasPoseData(const AZ::TypeId& typeId) const; PoseData* GetPoseDataByType(const AZ::TypeId& typeId) const; diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.cpp index c1a8bbd65c..a8fd925123 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.cpp @@ -202,7 +202,7 @@ namespace EMotionFX // initialize the mesh deformer - void SoftSkinDeformer::Reinitialize(Actor* actor, Node* node, uint32 lodLevel) + void SoftSkinDeformer::Reinitialize(Actor* actor, Node* node, size_t lodLevel) { MCORE_UNUSED(actor); MCORE_UNUSED(node); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.h b/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.h index 33596e6809..ab2d805ff1 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/SoftSkinDeformer.h @@ -71,7 +71,7 @@ namespace EMotionFX * @param node The node where the mesh belongs to during this initialization. * @param lodLevel The LOD level of the mesh the mesh deformer works on. */ - void Reinitialize(Actor* actor, Node* node, uint32 lodLevel) override; + void Reinitialize(Actor* actor, Node* node, size_t lodLevel) override; /** * Creates an exact clone (copy) of this deformer, and returns a pointer to it. diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.cpp index 4aaebc3e3e..4dabd18e5c 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.cpp @@ -210,7 +210,7 @@ namespace EMStudio EMotionFX::Actor* actor = actorInstance->GetActor(); AZStd::string actorName; AzFramework::StringFunc::Path::GetFileName(actor->GetFileNameString().c_str(), actorName); - const uint32 numNodes = actor->GetNumNodes(); + const size_t numNodes = actor->GetNumNodes(); // extract the bones from the actor actor->ExtractBoneList(actorInstance->GetLODLevel(), &mBoneList); @@ -240,11 +240,11 @@ namespace EMStudio mHierarchy->addTopLevelItem(rootItem); // get the number of root nodes and iterate through them - const uint32 numRootNodes = actor->GetSkeleton()->GetNumRootNodes(); + const size_t numRootNodes = actor->GetSkeleton()->GetNumRootNodes(); for (uint32 i = 0; i < numRootNodes; ++i) { // get the root node index and the corresponding node - const uint32 rootNodeIndex = actor->GetSkeleton()->GetRootNodeIndex(i); + const size_t rootNodeIndex = actor->GetSkeleton()->GetRootNodeIndex(i); EMotionFX::Node* rootNode = actor->GetSkeleton()->GetNode(rootNodeIndex); // recursively add all the nodes to the hierarchy @@ -260,7 +260,7 @@ namespace EMStudio return false; } - const uint32 nodeIndex = node->GetNodeIndex(); + const size_t nodeIndex = node->GetNodeIndex(); AZStd::string nodeName = node->GetNameString(); AZStd::to_lower(nodeName.begin(), nodeName.end()); EMotionFX::Mesh* mesh = actorInstance->GetActor()->GetMesh(actorInstance->GetLODLevel(), nodeIndex); @@ -288,10 +288,10 @@ namespace EMStudio void NodeHierarchyWidget::RecursivelyAddChilds(QTreeWidgetItem* parent, EMotionFX::Actor* actor, EMotionFX::ActorInstance* actorInstance, EMotionFX::Node* node) { - const uint32 nodeIndex = node->GetNodeIndex(); + const size_t nodeIndex = node->GetNodeIndex(); AZStd::string nodeName = node->GetNameString(); AZStd::to_lower(nodeName.begin(), nodeName.end()); - const uint32 numChildren = node->GetNumChildNodes(); + const size_t numChildren = node->GetNumChildNodes(); EMotionFX::Mesh* mesh = actor->GetMesh(actorInstance->GetLODLevel(), nodeIndex); const bool isMeshNode = (mesh); const bool isBone = (AZStd::find(begin(mBoneList), end(mBoneList), nodeIndex) != end(mBoneList)); @@ -352,7 +352,7 @@ namespace EMStudio for (uint32 i = 0; i < numChildren; ++i) { // get the node index and the corresponding node - const uint32 childIndex = node->GetChildIndex(i); + const size_t childIndex = node->GetChildIndex(i); EMotionFX::Node* child = actor->GetSkeleton()->GetNode(childIndex); // recursively add all the nodes to the hierarchy @@ -365,7 +365,7 @@ namespace EMStudio for (uint32 i = 0; i < numChildren; ++i) { // get the node index and the corresponding node - const uint32 childIndex = node->GetChildIndex(i); + const size_t childIndex = node->GetChildIndex(i); EMotionFX::Node* child = actor->GetSkeleton()->GetNode(childIndex); // recursively add all the nodes to the hierarchy diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.h b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.h index b55062f57b..e4dd215819 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.h +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeHierarchyWidget.h @@ -133,7 +133,7 @@ namespace EMStudio QIcon* mNodeIcon; QIcon* mMeshIcon; QIcon* mCharacterIcon; - AZStd::vector mBoneList; + AZStd::vector mBoneList; AZStd::vector mActorInstanceIDs; AZStd::string mItemName; AZStd::string mActorInstanceIDString; diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h index 27e5504e72..f55604b38c 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h @@ -53,7 +53,7 @@ namespace EMStudio MCORE_MEMORYOBJECTCATEGORY(RenderPlugin::EMStudioRenderActor, MCore::MCORE_DEFAULT_ALIGNMENT, MEMCATEGORY_EMSTUDIOSDK_RENDERPLUGINBASE); EMotionFX::Actor* mActor; - AZStd::vector mBoneList; + AZStd::vector mBoneList; RenderGL::GLActor* mRenderActor; AZStd::vector mActorInstances; float mNormalsScaleMultiplier; diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.cpp index 88e6a64964..49b1d1b8f3 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.cpp @@ -33,7 +33,7 @@ namespace EMStudio if (m_orgVerticesCount) { - m_vertexDupeRatio = mesh->GetNumVertices() / (float)mesh->GetNumOrgVertices(); + m_vertexDupeRatio = (float)mesh->GetNumVertices() / (float)mesh->GetNumOrgVertices(); } else { @@ -44,15 +44,15 @@ namespace EMStudio mesh->CalcMaxNumInfluences(m_verticesByInfluences); // sub meshes - const uint32 numSubMeshes = mesh->GetNumSubMeshes(); - for (uint32 i = 0; i < numSubMeshes; ++i) + const size_t numSubMeshes = mesh->GetNumSubMeshes(); + for (size_t i = 0; i < numSubMeshes; ++i) { EMotionFX::SubMesh* subMesh = mesh->GetSubMesh(i); m_submeshes.emplace_back(actor, lodLevel, subMesh); } // vertex attribute layers - const uint32 numVertexAttributeLayers = mesh->GetNumVertexAttributeLayers(); + const size_t numVertexAttributeLayers = mesh->GetNumVertexAttributeLayers(); AZStd::string tmpString; for (uint32 i = 0; i < numVertexAttributeLayers; ++i) { @@ -89,7 +89,7 @@ namespace EMStudio tmpString = AZStd::string::format("Unknown data (TypeID=%d)", attributeLayerType); } - if (attributeLayer->GetNameString().size() > 0) + if (!attributeLayer->GetNameString().empty()) { tmpString += AZStd::string::format(" [%s]", attributeLayer->GetName()); } @@ -99,8 +99,8 @@ namespace EMStudio // shared vertex attribute layers - const uint32 numSharedVertexAttributeLayers = mesh->GetNumSharedVertexAttributeLayers(); - for (uint32 i = 0; i < numSharedVertexAttributeLayers; ++i) + const size_t numSharedVertexAttributeLayers = mesh->GetNumSharedVertexAttributeLayers(); + for (size_t i = 0; i < numSharedVertexAttributeLayers; ++i) { EMotionFX::VertexAttributeLayer* attributeLayer = mesh->GetSharedVertexAttributeLayer(i); @@ -114,7 +114,7 @@ namespace EMStudio tmpString = AZStd::string::format("Unknown data (TypeID=%d)", attributeLayerType); } - if (attributeLayer->GetNameString().size() > 0) + if (!attributeLayer->GetNameString().empty()) { tmpString += AZStd::string::format(" [%s]", attributeLayer->GetName()); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.h b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.h index b8e9d0fc61..28215e59c9 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.h +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/MeshInfo.h @@ -44,7 +44,7 @@ namespace EMStudio bool m_isQuadMesh; unsigned int m_orgVerticesCount; float m_vertexDupeRatio; - AZStd::vector m_verticesByInfluences; + AZStd::vector m_verticesByInfluences; AZStd::vector m_submeshes; AZStd::vector m_attributeLayers; AZStd::vector m_sharedAttributeLayers; diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/NodeWindowPlugin.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/NodeWindowPlugin.cpp index 3d7e44dac3..7b47b8cb43 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/NodeWindowPlugin.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/NodeWindowPlugin.cpp @@ -286,18 +286,18 @@ namespace EMStudio // get access to the actor and the number of nodes EMotionFX::Actor* actor = actorInstance->GetActor(); - const uint32 numNodes = actor->GetNumNodes(); + const size_t numNodes = actor->GetNumNodes(); // reserve memory for the visible node indices m_visibleNodeIndices.reserve(numNodes); // extract the bones from the actor - AZStd::vector boneList; + AZStd::vector boneList; actor->ExtractBoneList(actorInstance->GetLODLevel(), &boneList); // iterate through all nodes and check if the node is visible AZStd::string nodeName; - for (uint32 i = 0; i < numNodes; ++i) + for (size_t i = 0; i < numNodes; ++i) { EMotionFX::Node* node = actor->GetSkeleton()->GetNode(i); @@ -305,7 +305,7 @@ namespace EMStudio nodeName = node->GetNameString(); AZStd::to_lower(nodeName.begin(), nodeName.end()); - const uint32 nodeIndex = node->GetNodeIndex(); + const size_t nodeIndex = node->GetNodeIndex(); EMotionFX::Mesh* mesh = actor->GetMesh(actorInstance->GetLODLevel(), nodeIndex); const bool isMeshNode = (mesh); const bool isBone = (AZStd::find(begin(boneList), end(boneList), nodeIndex) != end(boneList)); diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.cpp index 151254715e..d8a9926c33 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.cpp @@ -19,7 +19,7 @@ namespace EMStudio { AZ_CLASS_ALLOCATOR_IMPL(SubMeshInfo, EMStudio::UIAllocator, 0) - SubMeshInfo::SubMeshInfo(EMotionFX::Actor* actor, unsigned int lodLevel, EMotionFX::SubMesh* subMesh) + SubMeshInfo::SubMeshInfo(EMotionFX::Actor* actor, size_t lodLevel, EMotionFX::SubMesh* subMesh) { // In EMFX studio, we are not using the subMesh index - they all uses the default material. m_materialName = actor->GetMaterial(lodLevel, 0)->GetNameString(); diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.h b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.h index 3a6340d48c..bb5d5eda15 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.h +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/NodeWindow/SubMeshInfo.h @@ -26,7 +26,7 @@ namespace EMStudio AZ_CLASS_ALLOCATOR_DECL SubMeshInfo() {} - SubMeshInfo(EMotionFX::Actor* actor, unsigned int lodLevel, EMotionFX::SubMesh* subMesh); + SubMeshInfo(EMotionFX::Actor* actor, size_t lodLevel, EMotionFX::SubMesh* subMesh); ~SubMeshInfo() = default; static void Reflect(AZ::ReflectContext* context); @@ -36,7 +36,7 @@ namespace EMStudio unsigned int m_verticesCount; unsigned int m_indicesCount; unsigned int m_polygonsCount; - unsigned int m_bonesCount; + size_t m_bonesCount; }; } // namespace EMStudio diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.cpp index 271f277ed1..fc01f68efe 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.cpp @@ -329,7 +329,7 @@ namespace EMStudio MCORE_ASSERT(node); // remove the mapping for this node - PerformMapping(node->GetNodeIndex(), MCORE_INVALIDINDEX32); + PerformMapping(node->GetNodeIndex(), InvalidIndex); } @@ -443,10 +443,7 @@ namespace EMStudio { const size_t numNodes = aznumeric_caster(currentActor->GetNumNodes()); mMap.resize(numNodes); - for (uint32 i = 0; i < numNodes; ++i) - { - mMap[i] = MCORE_INVALIDINDEX32; - } + AZStd::fill(mMap.begin(), mMap.end(), InvalidIndex); } } @@ -490,11 +487,11 @@ namespace EMStudio // fill the left list widget QString currentName; - const uint32 numNodes = actor->GetNumNodes(); + const size_t numNodes = actor->GetNumNodes(); // count the number of rows - uint32 numRows = 0; - for (uint32 i = 0; i < numNodes; ++i) + int numRows = 0; + for (size_t i = 0; i < numNodes; ++i) { currentName = actor->GetSkeleton()->GetNode(i)->GetName(); if (currentName.contains(filterString, Qt::CaseInsensitive) || filterString.isEmpty()) @@ -505,15 +502,15 @@ namespace EMStudio mCurrentList->setRowCount(numRows); // fill the rows - uint32 rowIndex = 0; - for (uint32 i = 0; i < numNodes; ++i) + int rowIndex = 0; + for (size_t i = 0; i < numNodes; ++i) { EMotionFX::Node* node = actor->GetSkeleton()->GetNode(i); currentName = node->GetName(); if (currentName.contains(filterString, Qt::CaseInsensitive) || filterString.isEmpty()) { // mark if there is a mapping or not - const bool mapped = (mMap[node->GetNodeIndex()] != MCORE_INVALIDINDEX32); + const bool mapped = (mMap[node->GetNodeIndex()] != InvalidIndex); QTableWidgetItem* mappedItem = new QTableWidgetItem(); mappedItem->setIcon(mapped ? *mMappedIcon : QIcon()); mCurrentList->setItem(rowIndex, 0, mappedItem); @@ -524,8 +521,7 @@ namespace EMStudio { typeItem->setIcon(*mMeshIcon); } - else - if (AZStd::find(begin(mCurrentBoneList), end(mCurrentBoneList), node->GetNodeIndex()) != end(mCurrentBoneList)) + else if (AZStd::find(begin(mCurrentBoneList), end(mCurrentBoneList), node->GetNodeIndex()) != end(mCurrentBoneList)) { typeItem->setIcon(*mBoneIcon); } @@ -559,11 +555,11 @@ namespace EMStudio // fill the left list widget QString name; - const uint32 numNodes = actor->GetNumNodes(); + const size_t numNodes = actor->GetNumNodes(); // count the number of rows - uint32 numRows = 0; - for (uint32 i = 0; i < numNodes; ++i) + int numRows = 0; + for (size_t i = 0; i < numNodes; ++i) { name = actor->GetSkeleton()->GetNode(i)->GetName(); if (name.contains(filterString, Qt::CaseInsensitive) || filterString.isEmpty()) @@ -574,8 +570,8 @@ namespace EMStudio mSourceList->setRowCount(numRows); // fill the rows - uint32 rowIndex = 0; - for (uint32 i = 0; i < numNodes; ++i) + int rowIndex = 0; + for (size_t i = 0; i < numNodes; ++i) { EMotionFX::Node* node = actor->GetSkeleton()->GetNode(i); name = node->GetName(); @@ -593,8 +589,7 @@ namespace EMStudio { typeItem->setIcon(*mMeshIcon); } - else - if (AZStd::find(mSourceBoneList.begin(), mSourceBoneList.end(), node->GetNodeIndex()) != mSourceBoneList.end()) + else if (AZStd::find(mSourceBoneList.begin(), mSourceBoneList.end(), node->GetNodeIndex()) != mSourceBoneList.end()) { typeItem->setIcon(*mBoneIcon); } @@ -629,9 +624,9 @@ namespace EMStudio // fill the table QString currentName; QString sourceName; - const uint32 numNodes = currentActor->GetNumNodes(); + const int numNodes = aznumeric_caster(currentActor->GetNumNodes()); mMappingTable->setRowCount(numNodes); - for (uint32 i = 0; i < numNodes; ++i) + for (int i = 0; i < numNodes; ++i) { currentName = currentActor->GetSkeleton()->GetNode(i)->GetName(); @@ -639,7 +634,7 @@ namespace EMStudio mMappingTable->setItem(i, 0, currentTableItem); mMappingTable->setRowHeight(i, 21); - if (mMap[i] != MCORE_INVALIDINDEX32) + if (mMap[i] != InvalidIndex) { sourceName = sourceActor->GetSkeleton()->GetNode(mMap[i])->GetName(); currentTableItem = new QTableWidgetItem(sourceName); @@ -650,8 +645,6 @@ namespace EMStudio mMappingTable->setItem(i, 1, new QTableWidgetItem()); } } - //mMappingTable->resizeColumnsToContents(); - //mMappingTable->setColumnWidth(0, mMappingTable->columnWidth(0) + 25); } @@ -694,12 +687,12 @@ namespace EMStudio // perform the mapping - void MirrorSetupWindow::PerformMapping(uint32 currentNodeIndex, uint32 sourceNodeIndex) + void MirrorSetupWindow::PerformMapping(size_t currentNodeIndex, size_t sourceNodeIndex) { EMotionFX::Actor* currentActor = GetSelectedActor(); // update the map - const uint32 oldSourceIndex = mMap[currentNodeIndex]; + const size_t oldSourceIndex = mMap[currentNodeIndex]; mMap[currentNodeIndex] = sourceNodeIndex; // update the current table @@ -707,9 +700,7 @@ namespace EMStudio const QList currentListItems = mCurrentList->findItems(curName, Qt::MatchExactly); for (int32 i = 0; i < currentListItems.count(); ++i) { - const uint32 rowIndex = currentListItems[i]->row(); - //if (rowIndex != mCurrentList->currentRow()) - // continue; + const int rowIndex = currentListItems[i]->row(); QTableWidgetItem* mappedItem = mCurrentList->item(rowIndex, 0); if (!mappedItem) @@ -718,7 +709,7 @@ namespace EMStudio mCurrentList->setItem(rowIndex, 0, mappedItem); } - if (sourceNodeIndex == MCORE_INVALIDINDEX32) + if (sourceNodeIndex == InvalidIndex) { mappedItem->setIcon(QIcon()); } @@ -729,16 +720,14 @@ namespace EMStudio } // update source table - if (sourceNodeIndex != MCORE_INVALIDINDEX32) + if (sourceNodeIndex != InvalidIndex) { const bool stillUsed = AZStd::find(mMap.begin(), mMap.end(), sourceNodeIndex) != mMap.end(); const QString sourceName = currentActor->GetSkeleton()->GetNode(sourceNodeIndex)->GetName(); const QList sourceListItems = mSourceList->findItems(sourceName, Qt::MatchExactly); for (int32 i = 0; i < sourceListItems.count(); ++i) { - const uint32 rowIndex = sourceListItems[i]->row(); - //if (rowIndex != mSourceList->currentRow()) - // continue; + const int rowIndex = sourceListItems[i]->row(); QTableWidgetItem* mappedItem = mSourceList->item(rowIndex, 0); if (!mappedItem) @@ -759,16 +748,14 @@ namespace EMStudio } else // we're clearing it { - if (oldSourceIndex != MCORE_INVALIDINDEX32) + if (oldSourceIndex != InvalidIndex) { const bool stillUsed = AZStd::find(mMap.begin(), mMap.end(), sourceNodeIndex) != mMap.end(); const QString sourceName = currentActor->GetSkeleton()->GetNode(oldSourceIndex)->GetName(); const QList sourceListItems = mSourceList->findItems(sourceName, Qt::MatchExactly); for (int32 i = 0; i < sourceListItems.count(); ++i) { - const uint32 rowIndex = sourceListItems[i]->row(); - //if (rowIndex != mSourceList->currentRow()) - // continue; + const int rowIndex = sourceListItems[i]->row(); QTableWidgetItem* mappedItem = mSourceList->item(rowIndex, 0); if (!mappedItem) @@ -790,14 +777,14 @@ namespace EMStudio } // update the mapping table - QTableWidgetItem* item = mMappingTable->item(currentNodeIndex, 1); - if (!item && sourceNodeIndex != MCORE_INVALIDINDEX32) + QTableWidgetItem* item = mMappingTable->item(aznumeric_caster(currentNodeIndex), 1); + if (!item && sourceNodeIndex != InvalidIndex) { item = new QTableWidgetItem(); - mMappingTable->setItem(currentNodeIndex, 1, item); + mMappingTable->setItem(aznumeric_caster(currentNodeIndex), 1, item); } - if (sourceNodeIndex == MCORE_INVALIDINDEX32) + if (sourceNodeIndex == InvalidIndex) { if (item) { @@ -893,15 +880,12 @@ namespace EMStudio } // now update our mapping data - const uint32 numNodes = currentActor->GetNumNodes(); - for (uint32 i = 0; i < numNodes; ++i) - { - mMap[i] = MCORE_INVALIDINDEX32; - } + const size_t numNodes = currentActor->GetNumNodes(); + AZStd::fill(mMap.begin(), AZStd::next(mMap.begin(), numNodes), InvalidIndex); // now apply the map we loaded to the data we have here - const uint32 numEntries = nodeMap->GetNumEntries(); - for (uint32 i = 0; i < numEntries; ++i) + const size_t numEntries = nodeMap->GetNumEntries(); + for (size_t i = 0; i < numEntries; ++i) { // find the current node EMotionFX::Node* currentNode = currentActor->GetSkeleton()->FindNodeByName(nodeMap->GetFirstName(i)); @@ -963,12 +947,12 @@ namespace EMStudio // create an emfx node map object EMotionFX::NodeMap* map = EMotionFX::NodeMap::Create(); - const uint32 numNodes = currentActor->GetNumNodes(); + const size_t numNodes = currentActor->GetNumNodes(); map->Reserve(numNodes); - for (uint32 i = 0; i < numNodes; ++i) + for (size_t i = 0; i < numNodes; ++i) { // skip unmapped entries - if (mMap[i] == MCORE_INVALIDINDEX32) + if (mMap[i] == InvalidIndex) { continue; } @@ -1033,16 +1017,11 @@ namespace EMStudio return true; } - const uint32 numNodes = currentActor->GetNumNodes(); - for (uint32 i = 0; i < numNodes; ++i) + const size_t numNodes = currentActor->GetNumNodes(); + return AZStd::all_of(mMap.begin(), AZStd::next(mMap.begin(), numNodes), [](const size_t nodeIndex) { - if (mMap[i] != MCORE_INVALIDINDEX32) - { - return false; - } - } - - return true; + return nodeIndex != InvalidIndex; + }); } @@ -1081,20 +1060,13 @@ namespace EMStudio return; } - // show a warning that we will overwrite the table entries - //if (QMessageBox::warning(this, "Overwrite Mapping?", "Are you sure you want to possibly overwrite items in the mapping?\nAll or some existing mapping information might be lost.", QMessageBox::Cancel|QMessageBox::Yes) != QMessageBox::Yes) - //return; - - // - // currentActor->MatchNodeMotionSources( FromQtString(mLeftEdit->text()), FromQtString(mRightEdit->text()) ); - // update the table and map uint32 numGuessed = 0; - const uint32 numNodes = currentActor->GetNumNodes(); - for (uint32 i = 0; i < numNodes; ++i) + const size_t numNodes = currentActor->GetNumNodes(); + for (size_t i = 0; i < numNodes; ++i) { // skip already setup mappings - if (mMap[i] != MCORE_INVALIDINDEX32) + if (mMap[i] != InvalidIndex) { continue; } @@ -1110,28 +1082,6 @@ namespace EMStudio // update the actor UpdateActorMotionSources(); - /* - // try a geometrical mapping - EMotionFX::Pose pose; - pose.InitFromLocalBindSpaceTransforms( currentActor ); - - // for all nodes in the current actor - uint32 numGuessed = 0; - const uint32 numNodes = currentActor->GetNumNodes(); - for (uint32 i=0; iFindBestMirrorMatchForNode( static_cast(i), pose ); - if (matchIndex != MCORE_INVALIDINDEX16) - { - mMap[i] = matchIndex; - numGuessed++; - } - } - */ Reinit(false); // show some results @@ -1148,17 +1098,7 @@ namespace EMStudio { return; } - /* - const uint32 numNodes = currentActor->GetNumNodes(); - for (uint32 i=0; i( mMap[i] ); - } - */ // apply the current map as command ApplyCurrentMapAsCommand(); } @@ -1172,8 +1112,8 @@ namespace EMStudio return; } - const uint32 numNodes = actor->GetNumNodes(); - for (uint32 i = 0; i < numNodes; ++i) + const size_t numNodes = actor->GetNumNodes(); + for (size_t i = 0; i < numNodes; ++i) { if (actor->GetHasMirrorInfo()) { @@ -1184,12 +1124,12 @@ namespace EMStudio } else { - mMap[i] = MCORE_INVALIDINDEX32; + mMap[i] = InvalidIndex; } } else { - mMap[i] = MCORE_INVALIDINDEX32; + mMap[i] = InvalidIndex; } } } @@ -1207,10 +1147,10 @@ namespace EMStudio // apply mirror changes AZStd::string commandString = AZStd::string::format("AdjustActor -actorID %d -mirrorSetup \"", currentActor->GetID()); - for (uint32 i = 0; i < currentActor->GetNumNodes(); ++i) + for (size_t i = 0; i < currentActor->GetNumNodes(); ++i) { - uint32 sourceNode = mMap[i]; - if (sourceNode != MCORE_INVALIDINDEX32 && sourceNode != i) + size_t sourceNode = mMap[i]; + if (sourceNode != InvalidIndex && sourceNode != i) { commandString += currentActor->GetSkeleton()->GetNode(i)->GetName(); commandString += ","; diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.h b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.h index 13bb98334c..660359ba4a 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.h +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/SceneManager/MirrorSetupWindow.h @@ -79,14 +79,14 @@ namespace EMStudio QIcon* mNodeIcon; QIcon* mMeshIcon; QIcon* mMappedIcon; - AZStd::vector mCurrentBoneList; - AZStd::vector mSourceBoneList; - AZStd::vector mMap; + AZStd::vector mCurrentBoneList; + AZStd::vector mSourceBoneList; + AZStd::vector mMap; void FillCurrentListWidget(EMotionFX::Actor* actor, const QString& filterString); void FillSourceListWidget(EMotionFX::Actor* actor, const QString& filterString); void FillMappingTable(EMotionFX::Actor* currentActor, EMotionFX::Actor* sourceActor); - void PerformMapping(uint32 currentNodeIndex, uint32 sourceNodeIndex); + void PerformMapping(size_t currentNodeIndex, size_t sourceNodeIndex); void RemoveCurrentSelectedMapping(); void keyPressEvent(QKeyEvent* event); void keyReleaseEvent(QKeyEvent* event); diff --git a/Gems/EMotionFX/Code/Source/Editor/SkeletonModel.cpp b/Gems/EMotionFX/Code/Source/Editor/SkeletonModel.cpp index 8530521458..95e08eab77 100644 --- a/Gems/EMotionFX/Code/Source/Editor/SkeletonModel.cpp +++ b/Gems/EMotionFX/Code/Source/Editor/SkeletonModel.cpp @@ -615,31 +615,31 @@ namespace EMotionFX return; } - const AZ::u32 numLodLevels = actor->GetNumLODLevels(); + const size_t numLodLevels = actor->GetNumLODLevels(); const Skeleton* skeleton = actor->GetSkeleton(); - const AZ::u32 numNodes = skeleton->GetNumNodes(); + const size_t numNodes = skeleton->GetNumNodes(); m_nodeInfos.resize(numNodes); - AZStd::vector > boneListPerLodLevel; + AZStd::vector > boneListPerLodLevel; boneListPerLodLevel.resize(numLodLevels); - for (AZ::u32 lodLevel = 0; lodLevel < numLodLevels; ++lodLevel) + for (size_t lodLevel = 0; lodLevel < numLodLevels; ++lodLevel) { actor->ExtractBoneList(lodLevel, &boneListPerLodLevel[lodLevel]); } - for (AZ::u32 nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex) + for (size_t nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex) { NodeInfo& nodeInfo = m_nodeInfos[nodeIndex]; // Is bone? - nodeInfo.m_isBone = AZStd::any_of(begin(boneListPerLodLevel), end(boneListPerLodLevel), [nodeIndex](const AZStd::vector& lodLevel) + nodeInfo.m_isBone = AZStd::any_of(begin(boneListPerLodLevel), end(boneListPerLodLevel), [nodeIndex](const AZStd::vector& lodLevel) { return AZStd::find(begin(lodLevel), end(lodLevel), nodeIndex) != end(lodLevel); }); // Has mesh? nodeInfo.m_hasMesh = false; - for (AZ::u32 lodLevel = 0; lodLevel < numLodLevels; ++lodLevel) + for (size_t lodLevel = 0; lodLevel < numLodLevels; ++lodLevel) { if (actor->GetMesh(lodLevel, nodeIndex)) {