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
@@ -21,34 +21,34 @@ namespace EMotionFX
struct AnimGraphStateMachine_InterruptionTestData
{
// Graph construction data.
float transitionLeftBlendTime;
float transitionLeftCountDownTime;
float transitionMiddleBlendTime;
float transitionMiddleCountDownTime;
float transitionRightBlendTime;
float transitionRightCountDownTime;
float m_transitionLeftBlendTime;
float m_transitionLeftCountDownTime;
float m_transitionMiddleBlendTime;
float m_transitionMiddleCountDownTime;
float m_transitionRightBlendTime;
float m_transitionRightCountDownTime;
// Per frame checks.
struct ActiveObjectsAtFrame
{
AZ::u32 frameNr;
AZ::u32 m_frameNr;
bool stateA;
bool stateB;
bool stateC;
bool transitionLeft;
bool transitionMiddle;
bool transitionRight;
bool m_stateA;
bool m_stateB;
bool m_stateC;
bool m_transitionLeft;
bool m_transitionMiddle;
bool m_transitionRight;
AZ::u32 numStatesEntering;
AZ::u32 numStatesEntered;
AZ::u32 numStatesExited;
AZ::u32 numStatesEnded;
AZ::u32 numTransitionsStarted;
AZ::u32 numTransitionsEnded;
AZ::u32 m_numStatesEntering;
AZ::u32 m_numStatesEntered;
AZ::u32 m_numStatesExited;
AZ::u32 m_numStatesEnded;
AZ::u32 m_numTransitionsStarted;
AZ::u32 m_numTransitionsEnded;
};
std::vector<ActiveObjectsAtFrame> activeObjectsAtFrame;
std::vector<ActiveObjectsAtFrame> m_activeObjectsAtFrame;
};
class AnimGraphStateMachine_InterruptionFixture
@@ -86,21 +86,21 @@ namespace EMotionFX
AnimGraphStateTransition* transitionLeft = AddTransitionWithTimeCondition(stateStart,
stateA,
param.transitionLeftBlendTime/*blendTime*/,
param.transitionLeftCountDownTime)/*countDownTime*/;
param.m_transitionLeftBlendTime/*blendTime*/,
param.m_transitionLeftCountDownTime)/*countDownTime*/;
transitionLeft->SetCanBeInterrupted(true);
AnimGraphStateTransition* transitionMiddle = AddTransitionWithTimeCondition(stateStart,
stateB,
param.transitionMiddleBlendTime,
param.transitionMiddleCountDownTime);
param.m_transitionMiddleBlendTime,
param.m_transitionMiddleCountDownTime);
transitionMiddle->SetCanBeInterrupted(true);
transitionMiddle->SetCanInterruptOtherTransitions(true);
AnimGraphStateTransition* transitionRight = AddTransitionWithTimeCondition(stateStart,
stateC,
param.transitionRightBlendTime,
param.transitionRightCountDownTime);
param.m_transitionRightBlendTime,
param.m_transitionRightCountDownTime);
transitionRight->SetCanInterruptOtherTransitions(true);
m_motionNodeAnimGraph->InitAfterLoading();
@@ -142,58 +142,58 @@ namespace EMotionFX
/*preUpdateCallback*/[this](AnimGraphInstance*, float, float, int) {},
/*postUpdateCallback*/[this](AnimGraphInstance* animGraphInstance, [[maybe_unused]] float time, [[maybe_unused]] float timeDelta, int frame)
{
const std::vector<AnimGraphStateMachine_InterruptionTestData::ActiveObjectsAtFrame>& activeObjectsAtFrame = GetParam().activeObjectsAtFrame;
const std::vector<AnimGraphStateMachine_InterruptionTestData::ActiveObjectsAtFrame>& activeObjectsAtFrame = GetParam().m_activeObjectsAtFrame;
const AnimGraphStateMachine* stateMachine = this->m_rootStateMachine;
const AZStd::vector<AnimGraphNode*>& activeStates = stateMachine->GetActiveStates(animGraphInstance);
const AZStd::vector<AnimGraphStateTransition*>& activeTransitions = stateMachine->GetActiveTransitions(animGraphInstance);
AnimGraphStateMachine_InterruptionTestData::ActiveObjectsAtFrame compareAgainst;
compareAgainst.stateA = AZStd::find_if(activeStates.begin(), activeStates.end(),
compareAgainst.m_stateA = AZStd::find_if(activeStates.begin(), activeStates.end(),
[](AnimGraphNode* element) -> bool { return element->GetNameString() == "A"; }) != activeStates.end();
compareAgainst.stateB = AZStd::find_if(activeStates.begin(), activeStates.end(),
compareAgainst.m_stateB = AZStd::find_if(activeStates.begin(), activeStates.end(),
[](AnimGraphNode* element) -> bool { return element->GetNameString() == "B"; }) != activeStates.end();
compareAgainst.stateC = AZStd::find_if(activeStates.begin(), activeStates.end(),
compareAgainst.m_stateC = AZStd::find_if(activeStates.begin(), activeStates.end(),
[](AnimGraphNode* element) -> bool { return element->GetNameString() == "C"; }) != activeStates.end();
compareAgainst.transitionLeft = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
compareAgainst.m_transitionLeft = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
[](AnimGraphStateTransition* element) -> bool { return element->GetTargetNode()->GetNameString() == "A"; }) != activeTransitions.end();
compareAgainst.transitionMiddle = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
compareAgainst.m_transitionMiddle = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
[](AnimGraphStateTransition* element) -> bool { return element->GetTargetNode()->GetNameString() == "B"; }) != activeTransitions.end();
compareAgainst.transitionRight = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
compareAgainst.m_transitionRight = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
[](AnimGraphStateTransition* element) -> bool { return element->GetTargetNode()->GetNameString() == "C"; }) != activeTransitions.end();
for (const auto& activeObjects : activeObjectsAtFrame)
{
if (activeObjects.frameNr == frame)
if (activeObjects.m_frameNr == frame)
{
// Check which states and transitions are active and compare it to the expected ones.
EXPECT_EQ(activeObjects.stateA, compareAgainst.stateA)
<< "State A expected to be " << (activeObjects.stateA ? "active." : "inactive.");
EXPECT_EQ(activeObjects.stateB, compareAgainst.stateB)
<< "State B expected to be " << (activeObjects.stateB ? "active." : "inactive.");
EXPECT_EQ(activeObjects.stateC, compareAgainst.stateC)
<< "State C expected to be " << (activeObjects.stateB ? "active." : "inactive.");
EXPECT_EQ(activeObjects.transitionLeft, compareAgainst.transitionLeft)
<< "Transition Start->A expected to be " << (activeObjects.transitionLeft ? "active." : "inactive.");
EXPECT_EQ(activeObjects.transitionMiddle, compareAgainst.transitionMiddle)
<< "Transition Start->B expected to be " << (activeObjects.transitionMiddle ? "active." : "inactive.");
EXPECT_EQ(activeObjects.transitionRight, compareAgainst.transitionRight)
<< "Transition Start->C expected to be " << (activeObjects.transitionRight ? "active." : "inactive.");
EXPECT_EQ(activeObjects.m_stateA, compareAgainst.m_stateA)
<< "State A expected to be " << (activeObjects.m_stateA ? "active." : "inactive.");
EXPECT_EQ(activeObjects.m_stateB, compareAgainst.m_stateB)
<< "State B expected to be " << (activeObjects.m_stateB ? "active." : "inactive.");
EXPECT_EQ(activeObjects.m_stateC, compareAgainst.m_stateC)
<< "State C expected to be " << (activeObjects.m_stateB ? "active." : "inactive.");
EXPECT_EQ(activeObjects.m_transitionLeft, compareAgainst.m_transitionLeft)
<< "Transition Start->A expected to be " << (activeObjects.m_transitionLeft ? "active." : "inactive.");
EXPECT_EQ(activeObjects.m_transitionMiddle, compareAgainst.m_transitionMiddle)
<< "Transition Start->B expected to be " << (activeObjects.m_transitionMiddle ? "active." : "inactive.");
EXPECT_EQ(activeObjects.m_transitionRight, compareAgainst.m_transitionRight)
<< "Transition Start->C expected to be " << (activeObjects.m_transitionRight ? "active." : "inactive.");
// Check anim graph events.
EXPECT_EQ(this->m_eventHandler->m_numStatesEntering, activeObjects.numStatesEntering)
<< this->m_eventHandler->m_numStatesEntering << " states entering while " << activeObjects.numStatesEntering << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesEntered, activeObjects.numStatesEntered)
<< this->m_eventHandler->m_numStatesEntered << " states entered while " << activeObjects.numStatesEntered << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesExited, activeObjects.numStatesExited)
<< this->m_eventHandler->m_numStatesExited << " states exited while " << activeObjects.numStatesExited << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesEnded, activeObjects.numStatesEnded)
<< this->m_eventHandler->m_numStatesEnded << " states ended while " << activeObjects.numStatesEnded << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numTransitionsStarted, activeObjects.numTransitionsStarted)
<< this->m_eventHandler->m_numTransitionsStarted << " transitions started while " << activeObjects.numTransitionsStarted << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numTransitionsEnded, activeObjects.numTransitionsEnded)
<< this->m_eventHandler->m_numTransitionsEnded << " transitions ended while " << activeObjects.numTransitionsEnded << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesEntering, activeObjects.m_numStatesEntering)
<< this->m_eventHandler->m_numStatesEntering << " states entering while " << activeObjects.m_numStatesEntering << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesEntered, activeObjects.m_numStatesEntered)
<< this->m_eventHandler->m_numStatesEntered << " states entered while " << activeObjects.m_numStatesEntered << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesExited, activeObjects.m_numStatesExited)
<< this->m_eventHandler->m_numStatesExited << " states exited while " << activeObjects.m_numStatesExited << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numStatesEnded, activeObjects.m_numStatesEnded)
<< this->m_eventHandler->m_numStatesEnded << " states ended while " << activeObjects.m_numStatesEnded << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numTransitionsStarted, activeObjects.m_numTransitionsStarted)
<< this->m_eventHandler->m_numTransitionsStarted << " transitions started while " << activeObjects.m_numTransitionsStarted << " are expected.";
EXPECT_EQ(this->m_eventHandler->m_numTransitionsEnded, activeObjects.m_numTransitionsEnded)
<< this->m_eventHandler->m_numTransitionsEnded << " transitions ended while " << activeObjects.m_numTransitionsEnded << " are expected.";
}
}
}
@@ -381,13 +381,13 @@ namespace EMotionFX
struct AnimGraphStateMachine_InterruptionPropertiesTestData
{
float transitionLeftBlendTime;
float transitionLeftCountDownTime;
float transitionRightBlendTime;
float transitionRightCountDownTime;
AnimGraphStateTransition::EInterruptionMode interruptionMode;
float maxBlendWeight;
AnimGraphStateTransition::EInterruptionBlendBehavior interruptionBlendBehavior;
float m_transitionLeftBlendTime;
float m_transitionLeftCountDownTime;
float m_transitionRightBlendTime;
float m_transitionRightCountDownTime;
AnimGraphStateTransition::EInterruptionMode m_interruptionMode;
float m_maxBlendWeight;
AnimGraphStateTransition::EInterruptionBlendBehavior m_interruptionBlendBehavior;
};
class AnimGraphStateMachine_InterruptionPropertiesFixture
@@ -422,18 +422,18 @@ namespace EMotionFX
// Start->A (can be interrupted)
m_transitionLeft = AddTransitionWithTimeCondition(stateStart,
stateA,
param.transitionLeftBlendTime,
param.transitionLeftCountDownTime);
param.m_transitionLeftBlendTime,
param.m_transitionLeftCountDownTime);
m_transitionLeft->SetCanBeInterrupted(true);
m_transitionLeft->SetInterruptionMode(param.interruptionMode);
m_transitionLeft->SetMaxInterruptionBlendWeight(param.maxBlendWeight);
m_transitionLeft->SetInterruptionBlendBehavior(param.interruptionBlendBehavior);
m_transitionLeft->SetInterruptionMode(param.m_interruptionMode);
m_transitionLeft->SetMaxInterruptionBlendWeight(param.m_maxBlendWeight);
m_transitionLeft->SetInterruptionBlendBehavior(param.m_interruptionBlendBehavior);
// Start->B (interrupting transition)
m_transitionRight = AddTransitionWithTimeCondition(stateStart,
stateB,
param.transitionRightBlendTime,
param.transitionRightCountDownTime);
param.m_transitionRightBlendTime,
param.m_transitionRightCountDownTime);
m_transitionRight->SetCanInterruptOtherTransitions(true);
m_motionNodeAnimGraph->InitAfterLoading();