Fix Node/Skeleton uint32->size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -136,10 +136,10 @@ namespace EMotionFX
|
||||
void ValidateFootHeight(BlendTreeFootIKNode::LegId legId, const char* jointName, float height, float tolerance)
|
||||
{
|
||||
// Check the left foot height.
|
||||
AZ::u32 footIndex;
|
||||
size_t footIndex = InvalidIndex;
|
||||
Skeleton* skeleton = m_actor->GetSkeleton();
|
||||
skeleton->FindNodeAndIndexByName(jointName, footIndex);
|
||||
ASSERT_NE(footIndex, MCORE_INVALIDINDEX32);
|
||||
ASSERT_NE(footIndex, InvalidIndex);
|
||||
EMotionFX::Transform transform = m_actorInstance->GetTransformData()->GetCurrentPose()->GetWorldSpaceTransform(footIndex);
|
||||
const BlendTreeFootIKNode::UniqueData* uniqueData = static_cast<const BlendTreeFootIKNode::UniqueData*>(m_animGraphInstance->FindOrCreateUniqueNodeData(m_ikNode));
|
||||
const float correction = (m_actorInstance->GetWorldSpaceTransform().mRotation.TransformVector(AZ::Vector3(0.0f, 0.0f, uniqueData->m_legs[legId].m_footHeight))).GetZ();
|
||||
|
||||
Reference in New Issue
Block a user