Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -21,14 +21,14 @@ namespace EMotionFX
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AZ::EnvironmentVariable<EMotionFXAllocatorInitializer> PipelineComponent::s_eMotionFXAllocatorInitializer = nullptr;
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PipelineComponent::PipelineComponent()
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: m_EMotionFXInited(false)
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: m_eMotionFxInited(false)
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{
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}
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void PipelineComponent::Activate()
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{
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if (!m_EMotionFXInited)
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if (!m_eMotionFxInited)
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{
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// Start EMotionFX allocator or increase the reference counting
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s_eMotionFXAllocatorInitializer = AZ::Environment::CreateVariable<EMotionFXAllocatorInitializer>(EMotionFXAllocatorInitializer::EMotionFXAllocatorInitializerTag);
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@@ -42,7 +42,7 @@ namespace EMotionFX
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// Initialize EMotion FX runtime.
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EMotionFX::Initializer::InitSettings emfxSettings;
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emfxSettings.mUnitType = MCore::Distance::UNITTYPE_METERS;
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emfxSettings.m_unitType = MCore::Distance::UNITTYPE_METERS;
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if (!EMotionFX::Initializer::Init(&emfxSettings))
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{
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@@ -52,15 +52,15 @@ namespace EMotionFX
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// Initialize the EMotionFX command system.
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m_commandManager = AZStd::make_unique<CommandSystem::CommandManager>();
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m_EMotionFXInited = true;
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m_eMotionFxInited = true;
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}
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}
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void PipelineComponent::Deactivate()
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{
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if (m_EMotionFXInited)
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if (m_eMotionFxInited)
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{
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m_EMotionFXInited = false;
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m_eMotionFxInited = false;
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m_commandManager.reset();
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EMotionFX::Initializer::Shutdown();
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MCore::Initializer::Shutdown();
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@@ -33,7 +33,7 @@ namespace EMotionFX
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static void Reflect(AZ::ReflectContext* context);
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private:
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bool m_EMotionFXInited;
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bool m_eMotionFxInited;
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AZStd::unique_ptr<CommandSystem::CommandManager> m_commandManager;
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// Creates a static shared pointer using the AZ EnvironmentVariable system.
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@@ -132,7 +132,7 @@ namespace EMotionFX
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/// Dispatch motion events to listeners via ActorNotificationBus::OnMotionEvent.
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void OnEvent(const EMotionFX::EventInfo& emfxInfo) override
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{
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const ActorInstance* actorInstance = emfxInfo.mActorInstance;
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const ActorInstance* actorInstance = emfxInfo.m_actorInstance;
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if (actorInstance)
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{
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const AZ::EntityId owningEntityId = actorInstance->GetEntityId();
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@@ -140,11 +140,11 @@ namespace EMotionFX
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// Fill engine-compatible structure to dispatch to game code.
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MotionEvent motionEvent;
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motionEvent.m_entityId = owningEntityId;
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motionEvent.m_actorInstance = emfxInfo.mActorInstance;
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motionEvent.m_motionInstance = emfxInfo.mMotionInstance;
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motionEvent.m_time = emfxInfo.mTimeValue;
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motionEvent.m_actorInstance = emfxInfo.m_actorInstance;
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motionEvent.m_motionInstance = emfxInfo.m_motionInstance;
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motionEvent.m_time = emfxInfo.m_timeValue;
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// TODO
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for (const auto& eventData : emfxInfo.mEvent->GetEventDatas())
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for (const auto& eventData : emfxInfo.m_event->GetEventDatas())
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{
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if (const EMotionFX::TwoStringEventData* twoStringEventData = azrtti_cast<const EMotionFX::TwoStringEventData*>(eventData.get()))
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{
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@@ -153,8 +153,8 @@ namespace EMotionFX
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break;
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}
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}
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motionEvent.m_globalWeight = emfxInfo.mGlobalWeight;
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motionEvent.m_localWeight = emfxInfo.mLocalWeight;
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motionEvent.m_globalWeight = emfxInfo.m_globalWeight;
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motionEvent.m_localWeight = emfxInfo.m_localWeight;
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motionEvent.m_isEventStart = emfxInfo.IsEventStart();
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// Queue the event to flush on the main thread.
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@@ -469,9 +469,9 @@ namespace EMotionFX
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// Initialize MCore, which is EMotionFX's standard library of containers and systems.
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MCore::Initializer::InitSettings coreSettings;
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coreSettings.mMemAllocFunction = &EMotionFXAlloc;
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coreSettings.mMemReallocFunction = &EMotionFXRealloc;
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coreSettings.mMemFreeFunction = &EMotionFXFree;
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coreSettings.m_memAllocFunction = &EMotionFXAlloc;
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coreSettings.m_memReallocFunction = &EMotionFXRealloc;
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coreSettings.m_memFreeFunction = &EMotionFXFree;
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if (!MCore::Initializer::Init(&coreSettings))
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{
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AZ_Error("EMotion FX Animation", false, "Failed to initialize EMotion FX SDK Core");
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@@ -480,7 +480,7 @@ namespace EMotionFX
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// Initialize EMotionFX runtime.
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EMotionFX::Initializer::InitSettings emfxSettings;
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emfxSettings.mUnitType = MCore::Distance::UNITTYPE_METERS;
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emfxSettings.m_unitType = MCore::Distance::UNITTYPE_METERS;
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if (!EMotionFX::Initializer::Init(&emfxSettings))
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{
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@@ -709,7 +709,7 @@ namespace EMotionFX
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AZ::Transform currentTransform = AZ::Transform::CreateIdentity();
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AZ::TransformBus::EventResult(currentTransform, entityId, &AZ::TransformBus::Events::GetWorldTM);
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const AZ::Vector3 actorInstancePosition = actorInstance->GetWorldSpaceTransform().mPosition;
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const AZ::Vector3 actorInstancePosition = actorInstance->GetWorldSpaceTransform().m_position;
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const AZ::Vector3 positionDelta = actorInstancePosition - currentTransform.GetTranslation();
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if (hasPhysicsController)
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@@ -724,7 +724,7 @@ namespace EMotionFX
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}
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// Update the entity rotation.
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const AZ::Quaternion actorInstanceRotation = actorInstance->GetWorldSpaceTransform().mRotation;
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const AZ::Quaternion actorInstanceRotation = actorInstance->GetWorldSpaceTransform().m_rotation;
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const AZ::Quaternion currentRotation = currentTransform.GetRotation();
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if (!currentRotation.IsClose(actorInstanceRotation, AZ::Constants::FloatEpsilon))
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{
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