Rename EMotionFX class members to follow the m_ naming convention

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-08-09 14:09:45 -07:00
parent 9afbd07a88
commit 1837d05169
649 changed files with 20161 additions and 21889 deletions
@@ -151,10 +151,10 @@ namespace AZ
continue;
}
const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).mPosition;
const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).m_position;
m_auxVertices.emplace_back(parentPos);
const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).mPosition;
const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).m_position;
m_auxVertices.emplace_back(bonePos);
}
@@ -615,7 +615,7 @@ namespace AZ
{
// Morph targets that don't deform any vertices (e.g. joint-based morph targets) are not registered in the render proxy. Skip adding their weights.
const EMotionFX::MorphTargetStandard::DeformData* deformData = morphTargetStandard->GetDeformData(deformDataIndex);
if (deformData->mNumVerts > 0)
if (deformData->m_numVerts > 0)
{
float weight = morphTargetSetupInstance->GetWeight();
m_morphTargetWeights.push_back(weight);