Convert EMotionFX runtime uint32 -> size_t

This allows the EMotionFX runtime to compile with `/we4267` enabled, which
emits a warning when converting from `size_t` to a smaller type. All tests
for the runtime have been updated accordingly, and they pass.

In instances where a range-for loop could be used, or a std algorithm, that
was used instead of using `size_t numItems = vec.size()` and a for loop.

Casts to `uint32` were removed where possible. Some places remain, like in
the file formats.

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-05-24 12:04:16 -07:00
parent 8314f8caf3
commit 4034195bdc
211 changed files with 2440 additions and 3244 deletions
@@ -619,8 +619,8 @@ namespace EMotionFX
}
// Process the plugins.
const AZ::u32 numPlugins = pluginManager->GetNumActivePlugins();
for (AZ::u32 i = 0; i < numPlugins; ++i)
const size_t numPlugins = pluginManager->GetNumActivePlugins();
for (size_t i = 0; i < numPlugins; ++i)
{
EMStudio::EMStudioPlugin* plugin = pluginManager->GetActivePlugin(i);
plugin->ProcessFrame(delta);
@@ -677,8 +677,8 @@ namespace EMotionFX
const float timeDelta = delta;
const ActorManager* actorManager = GetEMotionFX().GetActorManager();
const AZ::u32 numActorInstances = actorManager->GetNumActorInstances();
for (AZ::u32 i = 0; i < numActorInstances; ++i)
const size_t numActorInstances = actorManager->GetNumActorInstances();
for (size_t i = 0; i < numActorInstances; ++i)
{
const ActorInstance* actorInstance = actorManager->GetActorInstance(i);