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
@@ -617,12 +617,12 @@ namespace EMotionFX
const MCore::RGBAColor& colliderColor)
{
const size_t nodeIndex = node->GetNodeIndex();
MCommon::RenderUtil* renderUtil = renderInfo->mRenderUtil;
MCommon::RenderUtil* renderUtil = renderInfo->m_renderUtil;
for (const auto& collider : colliders)
{
#ifndef EMFX_SCALE_DISABLED
const AZ::Vector3& worldScale = actorInstance->GetTransformData()->GetCurrentPose()->GetModelSpaceTransform(nodeIndex).mScale;
const AZ::Vector3& worldScale = actorInstance->GetTransformData()->GetCurrentPose()->GetModelSpaceTransform(nodeIndex).m_scale;
#else
const AZ::Vector3 worldScale = AZ::Vector3::CreateOne();
#endif
@@ -677,7 +677,7 @@ namespace EMotionFX
return;
}
MCommon::RenderUtil* renderUtil = renderInfo->mRenderUtil;
MCommon::RenderUtil* renderUtil = renderInfo->m_renderUtil;
const bool oldLightingEnabled = renderUtil->GetLightingEnabled();
renderUtil->EnableLighting(false);