Fix some warnings and remove an unused function parameter
Signed-off-by: amzn-sj <srikkant@amazon.com>
This commit is contained in:
@@ -344,7 +344,7 @@ namespace Terrain
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AZStd::vector<Physics::MaterialId> materialList = GetMaterialList();
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auto perPositionCallback = [&heightMaterials, &materialList, this, worldCenterZ, worldHeightBoundsMin, worldHeightBoundsMax]
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(size_t xIndex, size_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)
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([[maybe_unused]] size_t xIndex, [[maybe_unused]] size_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)
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{
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float height = surfacePoint.m_position.GetZ();
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@@ -297,7 +297,7 @@ namespace Terrain
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{
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if (sector.m_isDirty)
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{
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RebuildSectorWireframe(sector, heightDataResolution, worldMinZ);
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RebuildSectorWireframe(sector, heightDataResolution);
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}
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if (!sector.m_lineVertices.empty())
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@@ -317,7 +317,7 @@ namespace Terrain
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}
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void TerrainWorldDebuggerComponent::RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution, float worldMinZ)
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void TerrainWorldDebuggerComponent::RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution)
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{
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if (!sector.m_isDirty)
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{
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@@ -354,7 +354,7 @@ namespace Terrain
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// For each terrain height value in the region, create the _| grid lines for that point and cache off the height value
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// for use with subsequent grid line calculations.
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auto ProcessHeightValue = [gridResolution, &previousHeight, &rowHeights, §or]
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(uint32_t xIndex, uint32_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
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(size_t xIndex, size_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
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{
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// Don't add any vertices for the first column or first row. These grid lines will be handled by an adjacent sector, if
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// there is one.
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@@ -93,7 +93,7 @@ namespace Terrain
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bool m_isDirty{ true };
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};
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void RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution, float worldMinZ);
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void RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution);
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void MarkDirtySectors(const AZ::Aabb& dirtyRegion);
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void DrawWorldBounds(AzFramework::DebugDisplayRequests& debugDisplay);
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void DrawWireframe(const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay);
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