Adjust EMotionFXAtom to work with the new EMotionFX size_t API
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -58,8 +58,8 @@ namespace
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const AZ::RHI::Format BoneIndexFormat = AZ::RHI::Format::R32G32B32A32_UINT;
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const AZ::RHI::Format BoneWeightFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
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const size_t LinearSkinningFloatsPerBone = 12;
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const size_t DualQuaternionSkinningFloatsPerBone = 8;
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const uint32_t LinearSkinningFloatsPerBone = 12;
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const uint32_t DualQuaternionSkinningFloatsPerBone = 8;
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const uint32_t MaxSupportedSkinInfluences = 4;
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}
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@@ -266,7 +266,7 @@ namespace AZ
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}
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}
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static void ProcessMorphsForLod(const EMotionFX::Actor* actor, const Data::Asset<RPI::BufferAsset>& morphBufferAsset, uint32_t lodIndex, const AZStd::string& fullFileName, SkinnedMeshInputLod& skinnedMeshLod)
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static void ProcessMorphsForLod(const EMotionFX::Actor* actor, const Data::Asset<RPI::BufferAsset>& morphBufferAsset, size_t lodIndex, const AZStd::string& fullFileName, SkinnedMeshInputLod& skinnedMeshLod)
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{
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EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(lodIndex);
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if (morphSetup)
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@@ -275,8 +275,8 @@ namespace AZ
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const AZStd::vector<AZ::RPI::MorphTargetMetaAsset::MorphTarget>& metaDatas = actor->GetMorphTargetMetaAsset()->GetMorphTargets();
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// Loop over all the EMotionFX morph targets
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const AZ::u32 numMorphTargets = morphSetup->GetNumMorphTargets();
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for (AZ::u32 morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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const size_t numMorphTargets = morphSetup->GetNumMorphTargets();
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for (size_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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{
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EMotionFX::MorphTargetStandard* morphTarget = static_cast<EMotionFX::MorphTargetStandard*>(morphSetup->GetMorphTarget(morphTargetIndex));
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for (const auto& metaData : metaDatas)
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@@ -288,7 +288,7 @@ namespace AZ
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if (metaData.m_morphTargetName == morphTarget->GetNameString() && metaData.m_numVertices > 0)
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{
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// The skinned mesh lod gets a unique morph for each meta, since each one has unique min/max delta values to use for decompression
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AZStd::string morphString = AZStd::string::format("%s_Lod%u_Morph_%s", fullFileName.c_str(), lodIndex, metaData.m_meshNodeName.c_str());
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const AZStd::string morphString = AZStd::string::format("%s_Lod%zu_Morph_%s", fullFileName.c_str(), lodIndex, metaData.m_meshNodeName.c_str());
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float minWeight = morphTarget->GetRangeMin();
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float maxWeight = morphTarget->GetRangeMax();
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@@ -574,7 +574,7 @@ namespace AZ
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AZStd::vector<float> boneTransforms;
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GetBoneTransformsFromActorInstance(actorInstance, boneTransforms, skinningMethod);
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size_t floatsPerBone = 0;
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uint32_t floatsPerBone = 0;
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if (skinningMethod == EMotionFX::Integration::SkinningMethod::Linear)
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{
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floatsPerBone = LinearSkinningFloatsPerBone;
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@@ -131,14 +131,13 @@ namespace AZ
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const EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
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const EMotionFX::Pose* pose = transformData->GetCurrentPose();
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const AZ::u32 transformCount = transformData->GetNumTransforms();
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const AZ::u32 lodLevel = m_actorInstance->GetLODLevel();
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const AZ::u32 numJoints = skeleton->GetNumNodes();
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const size_t lodLevel = m_actorInstance->GetLODLevel();
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const size_t numJoints = skeleton->GetNumNodes();
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m_auxVertices.clear();
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m_auxVertices.reserve(numJoints * 2);
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for (AZ::u32 jointIndex = 0; jointIndex < numJoints; ++jointIndex)
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for (size_t jointIndex = 0; jointIndex < numJoints; ++jointIndex)
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{
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const EMotionFX::Node* joint = skeleton->GetNode(jointIndex);
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if (!joint->GetSkeletalLODStatus(lodLevel))
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@@ -146,8 +145,8 @@ namespace AZ
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continue;
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}
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const AZ::u32 parentIndex = joint->GetParentIndex();
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if (parentIndex == InvalidIndex32)
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const size_t parentIndex = joint->GetParentIndex();
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if (parentIndex == InvalidIndex)
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{
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continue;
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}
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@@ -162,7 +161,7 @@ namespace AZ
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const AZ::Color skeletonColor(0.604f, 0.804f, 0.196f, 1.0f);
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RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
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lineArgs.m_verts = m_auxVertices.data();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_vertCount = aznumeric_caster(m_auxVertices.size());
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lineArgs.m_colors = &skeletonColor;
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lineArgs.m_colorCount = 1;
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lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
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@@ -203,9 +202,9 @@ namespace AZ
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RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
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lineArgs.m_verts = m_auxVertices.data();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_vertCount = aznumeric_caster(m_auxVertices.size());
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lineArgs.m_colors = m_auxColors.data();
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lineArgs.m_colorCount = static_cast<uint32_t>(m_auxColors.size());
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lineArgs.m_colorCount = aznumeric_caster(m_auxColors.size());
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lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
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auxGeom->DrawLines(lineArgs);
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}
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@@ -450,13 +449,13 @@ namespace AZ
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AZ::u32 AtomActorInstance::GetJointCount()
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{
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return m_actorInstance->GetActor()->GetSkeleton()->GetNumNodes();
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return aznumeric_caster(m_actorInstance->GetActor()->GetSkeleton()->GetNumNodes());
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}
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const char* AtomActorInstance::GetJointNameByIndex(AZ::u32 jointIndex)
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{
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EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->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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if (jointIndex < numNodes)
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{
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return skeleton->GetNode(jointIndex)->GetName();
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@@ -470,12 +469,12 @@ namespace AZ
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if (jointName)
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{
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EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
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const AZ::u32 numNodes = skeleton->GetNumNodes();
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for (AZ::u32 nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
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const size_t numNodes = skeleton->GetNumNodes();
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for (size_t nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
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{
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if (0 == azstricmp(jointName, skeleton->GetNode(nodeIndex)->GetName()))
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{
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return nodeIndex;
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return aznumeric_caster(nodeIndex);
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}
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}
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}
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@@ -584,7 +583,8 @@ namespace AZ
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// Update the morph weights for every lod. This does not mean they will all be dispatched, but they will all have up to date weights
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// TODO: once culling is hooked up such that EMotionFX and Atom are always in sync about which lod to update, only update the currently visible lods [ATOM-13564]
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for (uint32_t lodIndex = 0; lodIndex < m_actorInstance->GetActor()->GetNumLODLevels(); ++lodIndex)
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const auto lodCount = aznumeric_cast<uint32_t>(m_actorInstance->GetActor()->GetNumLODLevels());
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for (uint32_t lodIndex = 0; lodIndex < lodCount; ++lodIndex)
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{
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EMotionFX::MorphSetup* morphSetup = m_actorInstance->GetActor()->GetMorphSetup(lodIndex);
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if (morphSetup)
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@@ -593,9 +593,9 @@ namespace AZ
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m_wrinkleMasks.clear();
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m_wrinkleMaskWeights.clear();
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uint32_t morphTargetCount = morphSetup->GetNumMorphTargets();
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size_t morphTargetCount = morphSetup->GetNumMorphTargets();
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m_morphTargetWeights.clear();
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for (uint32_t morphTargetIndex = 0; morphTargetIndex < morphTargetCount; ++morphTargetIndex)
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for (size_t morphTargetIndex = 0; morphTargetIndex < morphTargetCount; ++morphTargetIndex)
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{
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EMotionFX::MorphTarget* morphTarget = morphSetup->GetMorphTarget(morphTargetIndex);
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// check if we are dealing with a standard morph target
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@@ -611,7 +611,7 @@ namespace AZ
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// Each morph target is split into several deform datas, all of which share the same weight but have unique min/max delta values
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// and thus correspond with unique dispatches in the morph target pass
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for (uint32_t deformDataIndex = 0; deformDataIndex < morphTargetStandard->GetNumDeformDatas(); ++deformDataIndex)
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for (size_t deformDataIndex = 0; deformDataIndex < morphTargetStandard->GetNumDeformDatas(); ++deformDataIndex)
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{
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// Morph targets that don't deform any vertices (e.g. joint-based morph targets) are not registered in the render proxy. Skip adding their weights.
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const EMotionFX::MorphTargetStandard::DeformData* deformData = morphTargetStandard->GetDeformData(deformDataIndex);
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@@ -816,8 +816,8 @@ namespace AZ
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{
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const AZStd::vector<AZ::RPI::MorphTargetMetaAsset::MorphTarget>& metaDatas = actor->GetMorphTargetMetaAsset()->GetMorphTargets();
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// Loop over all the EMotionFX morph targets
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uint32_t numMorphTargets = morphSetup->GetNumMorphTargets();
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for (uint32_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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size_t numMorphTargets = morphSetup->GetNumMorphTargets();
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for (size_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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{
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EMotionFX::MorphTargetStandard* morphTarget = static_cast<EMotionFX::MorphTargetStandard*>(morphSetup->GetMorphTarget(morphTargetIndex));
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for (const RPI::MorphTargetMetaAsset::MorphTarget& metaData : metaDatas)
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@@ -861,7 +861,7 @@ namespace AZ
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// Set the weights for any active masks
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for (size_t i = 0; i < m_wrinkleMaskWeights.size(); ++i)
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{
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wrinkleMaskObjectSrg->SetConstant(wrinkleMaskWeightsIndex, m_wrinkleMaskWeights[i], static_cast<uint32_t>(i));
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wrinkleMaskObjectSrg->SetConstant(wrinkleMaskWeightsIndex, m_wrinkleMaskWeights[i], aznumeric_caster(i));
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}
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AZ_Error("AtomActorInstance", m_wrinkleMaskWeights.size() <= s_maxActiveWrinkleMasks, "The skinning shader supports no more than %d active morph targets with wrinkle masks.", s_maxActiveWrinkleMasks);
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}
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