Fix Node/Skeleton uint32->size_t

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-05-24 12:04:10 -07:00
parent 85c96c7596
commit 382ca192c8
52 changed files with 592 additions and 676 deletions
@@ -27,10 +27,10 @@ namespace EMotionFX
void CreateSubMotionLikeBindPose(const std::string& name)
{
const Skeleton* skeleton = m_actor->GetSkeleton();
AZ::u32 jointIndex = InvalidIndex32;
size_t jointIndex = InvalidIndex;
const Node* node = skeleton->FindNodeAndIndexByName(name.c_str(), jointIndex);
ASSERT_NE(node, nullptr);
ASSERT_NE(jointIndex, InvalidIndex32);
ASSERT_NE(jointIndex, InvalidIndex);
const Pose* bindPose = m_actorInstance->GetTransformData()->GetBindPose();
const Transform& transform = bindPose->GetLocalSpaceTransform(jointIndex);
@@ -41,7 +41,7 @@ namespace EMotionFX
{
// Find and store the joint index.
const Skeleton* skeleton = m_actor->GetSkeleton();
AZ::u32 jointIndex = InvalidIndex32;
size_t jointIndex = InvalidIndex;
const Node* node = skeleton->FindNodeAndIndexByName(name.c_str(), jointIndex);
ASSERT_NE(node, nullptr);
ASSERT_NE(jointIndex, InvalidIndex32);
@@ -91,9 +91,9 @@ namespace EMotionFX
protected:
Motion* m_motion = nullptr;
MotionInstance* m_motionInstance = nullptr; // Automatically deleted internally when deleting the actor instance.
std::vector<AZ::u32> m_jointIndices;
std::vector<size_t> m_jointIndices;
std::vector<std::string> m_jointNames { "l_upLeg", "l_loLeg", "l_ankle" };
AZ::u32 m_footIndex = InvalidIndex32;
size_t m_footIndex = InvalidIndex;
};
TEST_F(MotionSamplingFixture, SampleAdditiveJoint)
@@ -102,7 +102,7 @@ namespace EMotionFX
// Sample the joints that exist in our actor skeleton as well as inside the motion data.
const Pose* bindPose = m_actorInstance->GetTransformData()->GetBindPose();
for (AZ::u32 jointIndex : m_jointIndices)
for (size_t jointIndex : m_jointIndices)
{
// Sample the motion.
Transform transform = Transform::CreateZero(); // Set all to Zero, not identity as this methods might return identity and we want to verify that.
@@ -140,7 +140,7 @@ namespace EMotionFX
// Test if the joints that exist in both motion and actor have the expected transforms.
const Pose* bindPose = m_actorInstance->GetTransformData()->GetBindPose();
for (AZ::u32 jointIndex : m_jointIndices)
for (size_t jointIndex : m_jointIndices)
{
const Transform& transform = pose.GetLocalSpaceTransform(jointIndex);
const Transform& bindTransform = bindPose->GetLocalSpaceTransform(jointIndex);