Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -151,10 +151,10 @@ namespace AZ
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continue;
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}
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const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).mPosition;
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const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).m_position;
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m_auxVertices.emplace_back(parentPos);
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const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).mPosition;
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const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).m_position;
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m_auxVertices.emplace_back(bonePos);
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}
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@@ -615,7 +615,7 @@ namespace AZ
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{
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// 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.
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const EMotionFX::MorphTargetStandard::DeformData* deformData = morphTargetStandard->GetDeformData(deformDataIndex);
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if (deformData->mNumVerts > 0)
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if (deformData->m_numVerts > 0)
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{
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float weight = morphTargetSetupInstance->GetWeight();
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m_morphTargetWeights.push_back(weight);
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