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Fix for signed/unsigned compare warning

This commit is contained in:
Anthony J. Thibault 2019-06-17 15:42:20 -07:00
parent 4b5d5062b1
commit d57ea8ac4a

View file

@ -176,14 +176,14 @@ void AnimClip::copyFromNetworkAnim() {
for (int frame = 0; frame < animFrameCount; frame++) {
const HFMAnimationFrame& animFrame = animModel.animationFrames[frame];
ASSERT(frame >= 0 && frame < animModel.animationFrames.size());
ASSERT(frame >= 0 && frame < (int)animModel.animationFrames.size());
// extract the full rotations from the animFrame (including pre and post rotations from the animModel).
std::vector<glm::quat> animRotations;
animRotations.reserve(animJointCount);
for (int i = 0; i < animJointCount; i++) {
ASSERT(i >= 0 && i < animModel.joints.size());
ASSERT(i >= 0 && i < animFrame.rotations.size());
ASSERT(i >= 0 && i < (int)animModel.joints.size());
ASSERT(i >= 0 && i < (int)animFrame.rotations.size());
animRotations.push_back(animModel.joints[i].preRotation * animFrame.rotations[i] * animModel.joints[i].postRotation);
}
@ -194,12 +194,12 @@ void AnimClip::copyFromNetworkAnim() {
std::vector<glm::quat> avatarRotations;
avatarRotations.reserve(avatarJointCount);
for (int avatarJointIndex = 0; avatarJointIndex < avatarJointCount; avatarJointIndex++) {
ASSERT(avatarJointIndex >= 0 && avatarJointIndex < avatarToAnimJointIndexMap.size());
ASSERT(avatarJointIndex >= 0 && avatarJointIndex < (int)avatarToAnimJointIndexMap.size());
int animJointIndex = avatarToAnimJointIndexMap[avatarJointIndex];
if (animJointIndex >= 0) {
// This joint is in both animation and avatar.
// Set the absolute rotation directly
ASSERT(animJointIndex >= 0 && animJointIndex < animRotations.size());
ASSERT(animJointIndex >= 0 && animJointIndex < (int)animRotations.size());
avatarRotations.push_back(animRotations[animJointIndex]);
} else {
// This joint is NOT in the animation at all.
@ -208,7 +208,7 @@ void AnimClip::copyFromNetworkAnim() {
glm::quat avatarParentAbsoluteRot;
int avatarParentJointIndex = avatarSkeleton->getParentIndex(avatarJointIndex);
if (avatarParentJointIndex >= 0) {
ASSERT(avatarParentJointIndex >= 0 && avatarParentJointIndex < avatarRotations.size());
ASSERT(avatarParentJointIndex >= 0 && avatarParentJointIndex < (int)avatarRotations.size());
avatarParentAbsoluteRot = avatarRotations[avatarParentJointIndex];
}
avatarRotations.push_back(avatarParentAbsoluteRot * avatarRelativeDefaultRot);
@ -218,7 +218,7 @@ void AnimClip::copyFromNetworkAnim() {
// convert avatar rotations into relative frame
avatarSkeleton->convertAbsoluteRotationsToRelative(avatarRotations);
ASSERT(frame >= 0 && frame < _anim.size());
ASSERT(frame >= 0 && frame < (int)_anim.size());
_anim[frame].reserve(avatarJointCount);
for (int avatarJointIndex = 0; avatarJointIndex < avatarJointCount; avatarJointIndex++) {
const AnimPose& avatarDefaultPose = avatarSkeleton->getRelativeDefaultPose(avatarJointIndex);
@ -227,15 +227,15 @@ void AnimClip::copyFromNetworkAnim() {
glm::vec3 relativeScale = avatarDefaultPose.scale();
glm::vec3 relativeTranslation;
ASSERT(avatarJointIndex >= 0 && avatarJointIndex < avatarToAnimJointIndexMap.size());
ASSERT(avatarJointIndex >= 0 && avatarJointIndex < (int)avatarToAnimJointIndexMap.size());
int animJointIndex = avatarToAnimJointIndexMap[avatarJointIndex];
if (animJointIndex >= 0) {
// This joint is in both animation and avatar.
ASSERT(animJointIndex >= 0 && animJointIndex < animFrame.translations.size());
ASSERT(animJointIndex >= 0 && animJointIndex < (int)animFrame.translations.size());
const glm::vec3& animTrans = animFrame.translations[animJointIndex];
// retarget translation from animation to avatar
ASSERT(animJointIndex >= 0 && animJointIndex < animModel.animationFrames[0].translations.size());
ASSERT(animJointIndex >= 0 && animJointIndex < (int)animModel.animationFrames[0].translations.size());
const glm::vec3& animZeroTrans = animModel.animationFrames[0].translations[animJointIndex];
relativeTranslation = avatarDefaultPose.trans() + boneLengthScale * (animTrans - animZeroTrans);
} else {
@ -245,7 +245,7 @@ void AnimClip::copyFromNetworkAnim() {
}
// build the final pose
ASSERT(avatarJointIndex >= 0 && avatarJointIndex < avatarRotations.size());
ASSERT(avatarJointIndex >= 0 && avatarJointIndex < (int)avatarRotations.size());
_anim[frame].push_back(AnimPose(relativeScale, avatarRotations[avatarJointIndex], relativeTranslation));
}
}