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
@@ -32,7 +32,7 @@ namespace EMotionFX
Skeleton* skeleton = m_actor->GetSkeleton();
for (const AZStd::string& name : jointNames)
{
AZ::u32 skeletonJointIndex;
size_t skeletonJointIndex;
const Node* skeletonJoint = skeleton->FindNodeAndIndexByName(name, skeletonJointIndex);
ASSERT_NE(skeletonJoint, nullptr);
ASSERT_NE(skeletonJointIndex, MCORE_INVALIDINDEX32);
@@ -63,7 +63,7 @@ namespace EMotionFX
ASSERT_FLOAT_EQ(loadedObject->GetStiffnessFactor(), 4.0f);
for (size_t i = 0; i < jointNames.size(); ++i)
{
const SimulatedJoint* loadedJoint = loadedObject->GetSimulatedJoint(static_cast<AZ::u32>(i));
const SimulatedJoint* loadedJoint = loadedObject->GetSimulatedJoint(i);
ASSERT_STREQ(skeleton->GetNode(loadedJoint->GetSkeletonJointIndex())->GetName(), jointNames[i].c_str());
ASSERT_FLOAT_EQ(loadedJoint->GetDamping(), 0.1f);
ASSERT_FLOAT_EQ(loadedJoint->GetMass(), 2.0f);