Fix Node/Skeleton uint32->size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -119,8 +119,8 @@ namespace EMotionFX
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}
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protected:
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AZ::u32 m_jack_rootIndex = MCORE_INVALIDINDEX32;
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AZ::u32 m_jack_hipIndex = MCORE_INVALIDINDEX32;
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size_t m_jack_rootIndex = InvalidIndex;
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size_t m_jack_hipIndex = InvalidIndex;
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AnimGraphMotionNode* m_motionNode = nullptr;
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BlendTree* m_blendTree = nullptr;
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Motion* m_motion = nullptr;
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@@ -243,7 +243,7 @@ namespace EMotionFX
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// The expected delta used is the distance of the jack walk forward motion will move in 1 complete duration
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const float expectedDelta = ExtractLastFramePos().GetY();
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for (AZ::u32 paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
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for (size_t paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
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{
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// Test motion extraction under different durations/time deltas
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const float motionDuration = 1.066f * m_param.durationMultipliers[paramIndex];
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@@ -262,7 +262,7 @@ namespace EMotionFX
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const AZ::Quaternion actorRotation(0.0f, 0.0f, -1.0f, 1.0f);
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m_actorInstance->SetLocalSpaceRotation(actorRotation.GetNormalized());
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GetEMotionFX().Update(0.0f);
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for (AZ::u32 paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
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for (size_t paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
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{
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const float motionDuration = 1.066f * m_param.durationMultipliers[paramIndex];
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const float originalPositionX = m_actorInstance->GetWorldSpaceTransform().mPosition.GetX();
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@@ -290,7 +290,7 @@ namespace EMotionFX
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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);
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m_actorInstance->SetLocalSpaceRotation(diagonalRotation.GetNormalized());
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GetEMotionFX().Update(0.0f);
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for (AZ::u32 paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
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for (size_t paramIndex = 0; paramIndex < m_param.durationMultipliers.size(); paramIndex++)
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{
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const float originalPositionX = m_actorInstance->GetWorldSpaceTransform().mPosition.GetX();
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const float originalPositionY = m_actorInstance->GetWorldSpaceTransform().mPosition.GetY();
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