Fix Node/Skeleton uint32->size_t
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -32,7 +32,7 @@ namespace EMotionFX
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Skeleton* skeleton = m_actor->GetSkeleton();
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for (const AZStd::string& name : jointNames)
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{
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AZ::u32 skeletonJointIndex;
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size_t skeletonJointIndex;
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const Node* skeletonJoint = skeleton->FindNodeAndIndexByName(name, skeletonJointIndex);
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ASSERT_NE(skeletonJoint, nullptr);
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ASSERT_NE(skeletonJointIndex, MCORE_INVALIDINDEX32);
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@@ -63,7 +63,7 @@ namespace EMotionFX
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ASSERT_FLOAT_EQ(loadedObject->GetStiffnessFactor(), 4.0f);
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for (size_t i = 0; i < jointNames.size(); ++i)
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{
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const SimulatedJoint* loadedJoint = loadedObject->GetSimulatedJoint(static_cast<AZ::u32>(i));
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const SimulatedJoint* loadedJoint = loadedObject->GetSimulatedJoint(i);
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ASSERT_STREQ(skeleton->GetNode(loadedJoint->GetSkeletonJointIndex())->GetName(), jointNames[i].c_str());
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ASSERT_FLOAT_EQ(loadedJoint->GetDamping(), 0.1f);
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ASSERT_FLOAT_EQ(loadedJoint->GetMass(), 2.0f);
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