Fix Node/Skeleton uint32->size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -118,16 +118,16 @@ namespace EMotionFX
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}
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protected:
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AZ::u32 m_l_handIndex = InvalidIndex32;
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AZ::u32 m_l_loArmIndex = InvalidIndex32;
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AZ::u32 m_l_loLegIndex = InvalidIndex32;
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AZ::u32 m_l_ankleIndex = InvalidIndex32;
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AZ::u32 m_r_handIndex = InvalidIndex32;
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AZ::u32 m_r_loArmIndex = InvalidIndex32;
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AZ::u32 m_r_loLegIndex = InvalidIndex32;
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AZ::u32 m_r_ankleIndex = InvalidIndex32;
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AZ::u32 m_jack_rootIndex = InvalidIndex32;
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AZ::u32 m_bip01__pelvisIndex = InvalidIndex32;
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size_t m_l_handIndex = InvalidIndex;
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size_t m_l_loArmIndex = InvalidIndex;
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size_t m_l_loLegIndex = InvalidIndex;
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size_t m_l_ankleIndex = InvalidIndex;
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size_t m_r_handIndex = InvalidIndex;
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size_t m_r_loArmIndex = InvalidIndex;
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size_t m_r_loLegIndex = InvalidIndex;
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size_t m_r_ankleIndex = InvalidIndex;
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size_t m_jack_rootIndex = InvalidIndex;
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size_t m_bip01__pelvisIndex = InvalidIndex;
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AnimGraphMotionNode* m_motionNode = nullptr;
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BlendTree* m_blendTree = nullptr;
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BlendTreeFloatConstantNode* m_fltConstNode = nullptr;
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@@ -351,7 +351,7 @@ namespace EMotionFX
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AZ::Vector3 rootFinalPosUnderSpeed1 = m_jackPose->GetModelSpaceTransform(m_jack_rootIndex).mPosition;
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std::vector<float> speedFactors = { 2.0f, 3.0f, 10.0f, 100.0f };
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std::vector<float> playTimes = { 0.6f, 0.4f, 0.11f, 0.011f };
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for (AZ::u32 i = 0; i < 4; i++)
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for (size_t i = 0; i < 4; i++)
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{
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m_motionNode->Rewind(m_animGraphInstance);
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m_fltConstNode->SetValue(speedFactors[i]);
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@@ -385,7 +385,7 @@ namespace EMotionFX
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rootFinalPosUnderSpeed1 = m_jackPose->GetModelSpaceTransform(m_jack_rootIndex).mPosition;
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// Similar test to using the InPlace input port.
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for (AZ::u32 i = 0; i < 4; i++)
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for (size_t i = 0; i < 4; i++)
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{
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m_motionNode->Rewind(m_animGraphInstance);
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m_motionNode->SetMotionPlaySpeed(speedFactors[i]);
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@@ -426,7 +426,7 @@ namespace EMotionFX
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// In randomized index mode, all motions should at least appear once over 10 loops.
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bool motion1Displayed = false;
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bool motion2Displayed = false;
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for (AZ::u32 i = 0; i < 20; i++)
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for (size_t i = 0; i < 20; i++)
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{
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// Run the test loop multiple times to make sure all the motion index is picked.
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uniqueData->mReload = true;
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@@ -460,7 +460,7 @@ namespace EMotionFX
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uint32 currentMotionIndex = uniqueData->mActiveMotionIndex;
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// In randomized no repeat index mode, motions should change in each loop.
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for (AZ::u32 i = 0; i < 10; i++)
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for (size_t i = 0; i < 10; i++)
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{
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uniqueData->mReload = true;
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m_motionNode->Reinit();
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@@ -476,7 +476,7 @@ namespace EMotionFX
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m_motionNode->SetIndexMode(AnimGraphMotionNode::INDEXMODE_SEQUENTIAL);
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// In sequential index mode, motions should increase its index each time and wrap around. Basically iterating over the list of motions.
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for (AZ::u32 i = 0; i < 10; i++)
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for (size_t i = 0; i < 10; i++)
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{
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uniqueData->mReload = true;
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m_motionNode->Reinit();
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