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
@@ -132,7 +132,7 @@ namespace EMotionFX
/// Dispatch motion events to listeners via ActorNotificationBus::OnMotionEvent.
void OnEvent(const EMotionFX::EventInfo& emfxInfo) override
{
const ActorInstance* actorInstance = emfxInfo.mActorInstance;
const ActorInstance* actorInstance = emfxInfo.m_actorInstance;
if (actorInstance)
{
const AZ::EntityId owningEntityId = actorInstance->GetEntityId();
@@ -140,11 +140,11 @@ namespace EMotionFX
// Fill engine-compatible structure to dispatch to game code.
MotionEvent motionEvent;
motionEvent.m_entityId = owningEntityId;
motionEvent.m_actorInstance = emfxInfo.mActorInstance;
motionEvent.m_motionInstance = emfxInfo.mMotionInstance;
motionEvent.m_time = emfxInfo.mTimeValue;
motionEvent.m_actorInstance = emfxInfo.m_actorInstance;
motionEvent.m_motionInstance = emfxInfo.m_motionInstance;
motionEvent.m_time = emfxInfo.m_timeValue;
// TODO
for (const auto& eventData : emfxInfo.mEvent->GetEventDatas())
for (const auto& eventData : emfxInfo.m_event->GetEventDatas())
{
if (const EMotionFX::TwoStringEventData* twoStringEventData = azrtti_cast<const EMotionFX::TwoStringEventData*>(eventData.get()))
{
@@ -153,8 +153,8 @@ namespace EMotionFX
break;
}
}
motionEvent.m_globalWeight = emfxInfo.mGlobalWeight;
motionEvent.m_localWeight = emfxInfo.mLocalWeight;
motionEvent.m_globalWeight = emfxInfo.m_globalWeight;
motionEvent.m_localWeight = emfxInfo.m_localWeight;
motionEvent.m_isEventStart = emfxInfo.IsEventStart();
// Queue the event to flush on the main thread.
@@ -469,9 +469,9 @@ namespace EMotionFX
// Initialize MCore, which is EMotionFX's standard library of containers and systems.
MCore::Initializer::InitSettings coreSettings;
coreSettings.mMemAllocFunction = &EMotionFXAlloc;
coreSettings.mMemReallocFunction = &EMotionFXRealloc;
coreSettings.mMemFreeFunction = &EMotionFXFree;
coreSettings.m_memAllocFunction = &EMotionFXAlloc;
coreSettings.m_memReallocFunction = &EMotionFXRealloc;
coreSettings.m_memFreeFunction = &EMotionFXFree;
if (!MCore::Initializer::Init(&coreSettings))
{
AZ_Error("EMotion FX Animation", false, "Failed to initialize EMotion FX SDK Core");
@@ -480,7 +480,7 @@ namespace EMotionFX
// Initialize EMotionFX runtime.
EMotionFX::Initializer::InitSettings emfxSettings;
emfxSettings.mUnitType = MCore::Distance::UNITTYPE_METERS;
emfxSettings.m_unitType = MCore::Distance::UNITTYPE_METERS;
if (!EMotionFX::Initializer::Init(&emfxSettings))
{
@@ -709,7 +709,7 @@ namespace EMotionFX
AZ::Transform currentTransform = AZ::Transform::CreateIdentity();
AZ::TransformBus::EventResult(currentTransform, entityId, &AZ::TransformBus::Events::GetWorldTM);
const AZ::Vector3 actorInstancePosition = actorInstance->GetWorldSpaceTransform().mPosition;
const AZ::Vector3 actorInstancePosition = actorInstance->GetWorldSpaceTransform().m_position;
const AZ::Vector3 positionDelta = actorInstancePosition - currentTransform.GetTranslation();
if (hasPhysicsController)
@@ -724,7 +724,7 @@ namespace EMotionFX
}
// Update the entity rotation.
const AZ::Quaternion actorInstanceRotation = actorInstance->GetWorldSpaceTransform().mRotation;
const AZ::Quaternion actorInstanceRotation = actorInstance->GetWorldSpaceTransform().m_rotation;
const AZ::Quaternion currentRotation = currentTransform.GetRotation();
if (!currentRotation.IsClose(actorInstanceRotation, AZ::Constants::FloatEpsilon))
{