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