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
@@ -113,7 +113,7 @@ namespace EMotionFX
connect(m_addSimulatedObjectButton, &QPushButton::clicked, this, [this]()
{
m_actionManager->OnAddNewObjectAndAddJoints(m_actor, /*selectedJoints=*/{}, /*addChildJoints=*/false, mDock);
m_actionManager->OnAddNewObjectAndAddJoints(m_actor, /*selectedJoints=*/{}, /*addChildJoints=*/false, m_dock);
});
AZ::SerializeContext* serializeContext;
@@ -130,9 +130,9 @@ namespace EMotionFX
mainLayout->addWidget(m_selectionWidget, /*stretch=*/1);
mainLayout->addStretch();
mDock->setWidget(m_mainWidget);
m_dock->setWidget(m_mainWidget);
m_simulatedObjectInspectorDock = new AzQtComponents::StyledDockWidget("Simulated Object Inspector", mDock);
m_simulatedObjectInspectorDock = new AzQtComponents::StyledDockWidget("Simulated Object Inspector", m_dock);
m_simulatedObjectInspectorDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
m_simulatedObjectInspectorDock->setObjectName("EMFX.SimulatedObjectWidget.SimulatedObjectInspectorDock");
m_simulatedJointWidget = new SimulatedJointWidget(this);
@@ -361,7 +361,7 @@ namespace EMotionFX
connect(addToSimulatedObjectMenu->addAction("New simulated object..."), &QAction::triggered, this, [this, selectedRowIndices]() {
const bool addChildren = (QMessageBox::question(this->GetDockWidget(),
"Add children of joints?", "Add all children of selected joints to the simulated object?") == QMessageBox::Yes);
m_actionManager->OnAddNewObjectAndAddJoints(m_actor, selectedRowIndices, addChildren, mDock);
m_actionManager->OnAddNewObjectAndAddJoints(m_actor, selectedRowIndices, addChildren, m_dock);
});
menu->addSeparator();
@@ -536,7 +536,7 @@ namespace EMotionFX
void SimulatedObjectWidget::RenderJointRadius(const SimulatedJoint* joint, ActorInstance* actorInstance, const AZ::Color& color)
{
#ifndef EMFX_SCALE_DISABLED
const float scale = actorInstance->GetWorldSpaceTransform().mScale.GetX();
const float scale = actorInstance->GetWorldSpaceTransform().m_scale.GetX();
#else
const float scale = 1.0f;
#endif
@@ -553,7 +553,7 @@ namespace EMotionFX
DebugDraw& debugDraw = GetDebugDraw();
DebugDraw::ActorInstanceData* drawData = debugDraw.GetActorInstanceData(actorInstance);
drawData->Lock();
drawData->DrawWireframeSphere(jointTransform.mPosition, radius, color, jointTransform.mRotation, 12, 12);
drawData->DrawWireframeSphere(jointTransform.m_position, radius, color, jointTransform.m_rotation, 12, 12);
drawData->Unlock();
}
} // namespace EMotionFX