Fix Actor lod levels and material indexes uint32->size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -615,31 +615,31 @@ namespace EMotionFX
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return;
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}
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const AZ::u32 numLodLevels = actor->GetNumLODLevels();
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const size_t numLodLevels = actor->GetNumLODLevels();
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const Skeleton* skeleton = actor->GetSkeleton();
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const AZ::u32 numNodes = skeleton->GetNumNodes();
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const size_t numNodes = skeleton->GetNumNodes();
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m_nodeInfos.resize(numNodes);
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AZStd::vector<AZStd::vector<uint32> > boneListPerLodLevel;
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AZStd::vector<AZStd::vector<size_t> > boneListPerLodLevel;
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boneListPerLodLevel.resize(numLodLevels);
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for (AZ::u32 lodLevel = 0; lodLevel < numLodLevels; ++lodLevel)
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for (size_t lodLevel = 0; lodLevel < numLodLevels; ++lodLevel)
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{
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actor->ExtractBoneList(lodLevel, &boneListPerLodLevel[lodLevel]);
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}
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for (AZ::u32 nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
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for (size_t nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
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{
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NodeInfo& nodeInfo = m_nodeInfos[nodeIndex];
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// Is bone?
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nodeInfo.m_isBone = AZStd::any_of(begin(boneListPerLodLevel), end(boneListPerLodLevel), [nodeIndex](const AZStd::vector<uint32>& lodLevel)
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nodeInfo.m_isBone = AZStd::any_of(begin(boneListPerLodLevel), end(boneListPerLodLevel), [nodeIndex](const AZStd::vector<size_t>& lodLevel)
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{
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return AZStd::find(begin(lodLevel), end(lodLevel), nodeIndex) != end(lodLevel);
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});
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// Has mesh?
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nodeInfo.m_hasMesh = false;
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for (AZ::u32 lodLevel = 0; lodLevel < numLodLevels; ++lodLevel)
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for (size_t lodLevel = 0; lodLevel < numLodLevels; ++lodLevel)
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{
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if (actor->GetMesh(lodLevel, nodeIndex))
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{
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