Fix Node/Skeleton uint32->size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -147,7 +147,7 @@ namespace EMotionFX
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// Remeber specific joint's original position to compare with its new position later
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const Pose* jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
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AZ::u32 testJointIndex;
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size_t testJointIndex;
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m_jackSkeleton->FindNodeAndIndexByName(m_param.testJointName, testJointIndex);
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const AZ::Vector3& testJointPos = jackPose->GetModelSpaceTransform(testJointIndex).mPosition;
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@@ -187,7 +187,7 @@ namespace EMotionFX
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ParamSetValue<MCore::AttributeFloat, float>("WeightParam", weight);
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const Pose* jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
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AZ::u32 testJointIndex;
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size_t testJointIndex;
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m_jackSkeleton->FindNodeAndIndexByName(m_param.testJointName, testJointIndex);
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const AZ::Vector3& testJointPos = jackPose->GetModelSpaceTransform(testJointIndex).mPosition;
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@@ -202,7 +202,7 @@ namespace EMotionFX
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// Unique data only updates once unless reset mMustUpdate to true again
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BlendTreeTwoLinkIKNode::UniqueData* uniqueData = static_cast<BlendTreeTwoLinkIKNode::UniqueData*>(m_animGraphInstance->FindOrCreateUniqueNodeData(m_twoLinkIKNode));
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uniqueData->Invalidate();
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AZ::u32 alignToNodeIndex;
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size_t alignToNodeIndex;
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m_jackSkeleton->FindNodeAndIndexByName(nodeName, alignToNodeIndex);
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GetEMotionFX().Update(1.0f / 60.0f);
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@@ -234,9 +234,9 @@ namespace EMotionFX
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ParamSetValue<MCore::AttributeFloat, float>("WeightParam", weight);
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const Pose* jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
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AZ::u32 testJointIndex;
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AZ::u32 linkedJoint0Index;
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AZ::u32 linkedJoint1Index;
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size_t testJointIndex;
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size_t linkedJoint0Index;
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size_t linkedJoint1Index;
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m_jackSkeleton->FindNodeAndIndexByName(m_param.testJointName, testJointIndex);
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m_jackSkeleton->FindNodeAndIndexByName(m_param.linkedJointNames[0], linkedJoint0Index);
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m_jackSkeleton->FindNodeAndIndexByName(m_param.linkedJointNames[1], linkedJoint1Index);
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@@ -287,7 +287,7 @@ namespace EMotionFX
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ParamSetValue<MCore::AttributeVector3, AZ::Vector3>("GoalPosParam", AZ::Vector3(0.0f, 1.0f, 1.0f));
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const Pose* jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
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AZ::u32 testJointIndex;
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size_t testJointIndex;
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m_jackSkeleton->FindNodeAndIndexByName(m_param.testJointName, testJointIndex);
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const AZ::Quaternion testJointRotation = jackPose->GetModelSpaceTransform(testJointIndex).mRotation;
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@@ -334,8 +334,8 @@ namespace EMotionFX
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GetEMotionFX().Update(1.0f / 60.0f);
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Pose* jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
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AZ::u32 testBendJointIndex;
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AZ::u32 testJointIndex;
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size_t testBendJointIndex;
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size_t testJointIndex;
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AZStd::string& bendLoArm = m_param.linkedJointNames[0];
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m_jackSkeleton->FindNodeAndIndexByName(bendLoArm, testBendJointIndex);
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m_jackSkeleton->FindNodeAndIndexByName(m_param.testJointName, testJointIndex);
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@@ -395,8 +395,8 @@ namespace EMotionFX
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GetEMotionFX().Update(1.0f / 60.0f);
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const Pose* jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
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AZ::u32 testJointIndex;
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AZ::u32 testBendJointIndex;
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size_t testJointIndex;
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size_t testBendJointIndex;
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AZStd::string& bendLoArm = m_param.linkedJointNames[0];
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m_jackSkeleton->FindNodeAndIndexByName(m_param.testJointName, testJointIndex);
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m_jackSkeleton->FindNodeAndIndexByName(bendLoArm, testBendJointIndex);
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