Adjust EMotionFXAtom to work with the new EMotionFX size_t API

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-06-03 11:18:24 -07:00
parent 5602507024
commit 2cfee517a0
2 changed files with 28 additions and 28 deletions
@@ -58,8 +58,8 @@ namespace
const AZ::RHI::Format BoneIndexFormat = AZ::RHI::Format::R32G32B32A32_UINT;
const AZ::RHI::Format BoneWeightFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
const size_t LinearSkinningFloatsPerBone = 12;
const size_t DualQuaternionSkinningFloatsPerBone = 8;
const uint32_t LinearSkinningFloatsPerBone = 12;
const uint32_t DualQuaternionSkinningFloatsPerBone = 8;
const uint32_t MaxSupportedSkinInfluences = 4;
}
@@ -266,7 +266,7 @@ namespace AZ
}
}
static void ProcessMorphsForLod(const EMotionFX::Actor* actor, const Data::Asset<RPI::BufferAsset>& morphBufferAsset, uint32_t lodIndex, const AZStd::string& fullFileName, SkinnedMeshInputLod& skinnedMeshLod)
static void ProcessMorphsForLod(const EMotionFX::Actor* actor, const Data::Asset<RPI::BufferAsset>& morphBufferAsset, size_t lodIndex, const AZStd::string& fullFileName, SkinnedMeshInputLod& skinnedMeshLod)
{
EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(lodIndex);
if (morphSetup)
@@ -275,8 +275,8 @@ namespace AZ
const AZStd::vector<AZ::RPI::MorphTargetMetaAsset::MorphTarget>& metaDatas = actor->GetMorphTargetMetaAsset()->GetMorphTargets();
// Loop over all the EMotionFX morph targets
const AZ::u32 numMorphTargets = morphSetup->GetNumMorphTargets();
for (AZ::u32 morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
const size_t numMorphTargets = morphSetup->GetNumMorphTargets();
for (size_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
{
EMotionFX::MorphTargetStandard* morphTarget = static_cast<EMotionFX::MorphTargetStandard*>(morphSetup->GetMorphTarget(morphTargetIndex));
for (const auto& metaData : metaDatas)
@@ -288,7 +288,7 @@ namespace AZ
if (metaData.m_morphTargetName == morphTarget->GetNameString() && metaData.m_numVertices > 0)
{
// The skinned mesh lod gets a unique morph for each meta, since each one has unique min/max delta values to use for decompression
AZStd::string morphString = AZStd::string::format("%s_Lod%u_Morph_%s", fullFileName.c_str(), lodIndex, metaData.m_meshNodeName.c_str());
const AZStd::string morphString = AZStd::string::format("%s_Lod%zu_Morph_%s", fullFileName.c_str(), lodIndex, metaData.m_meshNodeName.c_str());
float minWeight = morphTarget->GetRangeMin();
float maxWeight = morphTarget->GetRangeMax();
@@ -574,7 +574,7 @@ namespace AZ
AZStd::vector<float> boneTransforms;
GetBoneTransformsFromActorInstance(actorInstance, boneTransforms, skinningMethod);
size_t floatsPerBone = 0;
uint32_t floatsPerBone = 0;
if (skinningMethod == EMotionFX::Integration::SkinningMethod::Linear)
{
floatsPerBone = LinearSkinningFloatsPerBone;