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
@@ -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();