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
@@ -119,8 +119,8 @@ namespace EMotionFX
}
protected:
AZ::u32 m_jack_rootIndex = MCORE_INVALIDINDEX32;
AZ::u32 m_jack_hipIndex = MCORE_INVALIDINDEX32;
size_t m_jack_rootIndex = InvalidIndex;
size_t m_jack_hipIndex = InvalidIndex;
AnimGraphMotionNode* m_motionNode = nullptr;
BlendTree* m_blendTree = nullptr;
Motion* m_motion = nullptr;
@@ -243,7 +243,7 @@ namespace EMotionFX
// The expected delta used is the distance of the jack walk forward motion will move in 1 complete duration
const float expectedDelta = ExtractLastFramePos().GetY();
for (AZ::u32 paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
for (size_t paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
{
// Test motion extraction under different durations/time deltas
const float motionDuration = 1.066f * m_param.durationMultipliers[paramIndex];
@@ -262,7 +262,7 @@ namespace EMotionFX
const AZ::Quaternion actorRotation(0.0f, 0.0f, -1.0f, 1.0f);
m_actorInstance->SetLocalSpaceRotation(actorRotation.GetNormalized());
GetEMotionFX().Update(0.0f);
for (AZ::u32 paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
for (size_t paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
{
const float motionDuration = 1.066f * m_param.durationMultipliers[paramIndex];
const float originalPositionX = m_actorInstance->GetWorldSpaceTransform().mPosition.GetX();
@@ -290,7 +290,7 @@ namespace EMotionFX
const AZ::Quaternion diagonalRotation = m_reverse ? AZ::Quaternion(0.0f, 0.0f, 0.5f, 1.0f) : AZ::Quaternion(0.0f, 0.0f, -0.5f, 1.0f);
m_actorInstance->SetLocalSpaceRotation(diagonalRotation.GetNormalized());
GetEMotionFX().Update(0.0f);
for (AZ::u32 paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
for (size_t paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
{
const float originalPositionX = m_actorInstance->GetWorldSpaceTransform().mPosition.GetX();
const float originalPositionY = m_actorInstance->GetWorldSpaceTransform().mPosition.GetY();