Fix some warnings and remove an unused function parameter

Signed-off-by: amzn-sj <srikkant@amazon.com>
This commit is contained in:
amzn-sj
2022-01-15 14:26:58 -08:00
parent 8fa0440030
commit f05ca0897e
3 changed files with 5 additions and 5 deletions
@@ -344,7 +344,7 @@ namespace Terrain
AZStd::vector<Physics::MaterialId> materialList = GetMaterialList();
auto perPositionCallback = [&heightMaterials, &materialList, this, worldCenterZ, worldHeightBoundsMin, worldHeightBoundsMax]
(size_t xIndex, size_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)
([[maybe_unused]] size_t xIndex, [[maybe_unused]] size_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, bool terrainExists)
{
float height = surfacePoint.m_position.GetZ();
@@ -297,7 +297,7 @@ namespace Terrain
{
if (sector.m_isDirty)
{
RebuildSectorWireframe(sector, heightDataResolution, worldMinZ);
RebuildSectorWireframe(sector, heightDataResolution);
}
if (!sector.m_lineVertices.empty())
@@ -317,7 +317,7 @@ namespace Terrain
}
void TerrainWorldDebuggerComponent::RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution, float worldMinZ)
void TerrainWorldDebuggerComponent::RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution)
{
if (!sector.m_isDirty)
{
@@ -354,7 +354,7 @@ namespace Terrain
// For each terrain height value in the region, create the _| grid lines for that point and cache off the height value
// for use with subsequent grid line calculations.
auto ProcessHeightValue = [gridResolution, &previousHeight, &rowHeights, &sector]
(uint32_t xIndex, uint32_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
(size_t xIndex, size_t yIndex, const AzFramework::SurfaceData::SurfacePoint& surfacePoint, [[maybe_unused]] bool terrainExists)
{
// Don't add any vertices for the first column or first row. These grid lines will be handled by an adjacent sector, if
// there is one.
@@ -93,7 +93,7 @@ namespace Terrain
bool m_isDirty{ true };
};
void RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution, float worldMinZ);
void RebuildSectorWireframe(WireframeSector& sector, const AZ::Vector2& gridResolution);
void MarkDirtySectors(const AZ::Aabb& dirtyRegion);
void DrawWorldBounds(AzFramework::DebugDisplayRequests& debugDisplay);
void DrawWireframe(const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay);