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
@@ -72,7 +72,7 @@ namespace EMotionFX
const ConditionSetUpFunc& func,
const ActiveNodesMap& activeNodesMap,
const FrameCallback& frameCallback = [] (AnimGraphInstance*, int) {}
) : m_setUpFunction(func), activeNodes(activeNodesMap), callback(frameCallback)
) : m_setUpFunction(func), m_activeNodes(activeNodesMap), m_callback(frameCallback)
{
}
@@ -80,9 +80,9 @@ namespace EMotionFX
const ConditionSetUpFunc m_setUpFunction;
// List of nodes that are active on each frame
const ActiveNodesMap activeNodes;
const ActiveNodesMap m_activeNodes;
const FrameCallback callback;
const FrameCallback m_callback;
};
template<class ConditionType>
@@ -90,14 +90,14 @@ namespace EMotionFX
public ::testing::WithParamInterface<ConditionFixtureParams<ConditionType>>
{
public:
const float fps;
const float updateInterval;
const int numUpdates;
const float m_fps;
const float m_updateInterval;
const int m_numUpdates;
TransitionConditionFixtureP()
: fps(60.0f)
, updateInterval(1.0f / fps)
, numUpdates(static_cast<int>(3.0f * fps))
: m_fps(60.0f)
, m_updateInterval(1.0f / m_fps)
, m_numUpdates(static_cast<int>(3.0f * m_fps))
{
}
@@ -130,14 +130,14 @@ namespace EMotionFX
protected:
void RunEMotionFXUpdateLoop()
{
const ActiveNodesMap& activeNodes = this->GetParam().activeNodes;
const FrameCallback& callback = this->GetParam().callback;
const ActiveNodesMap& activeNodes = this->GetParam().m_activeNodes;
const FrameCallback& callback = this->GetParam().m_callback;
// Allow tests to set starting values for parameters
callback(m_animGraphInstance, -1);
// Run the EMotionFX update loop for 3 seconds at 60 fps
for (int frameNum = 0; frameNum < numUpdates; ++frameNum)
for (int frameNum = 0; frameNum < m_numUpdates; ++frameNum)
{
// Allow for test-data defined updates to the graph state
callback(m_animGraphInstance, frameNum);
@@ -154,7 +154,7 @@ namespace EMotionFX
}
else
{
GetEMotionFX().Update(updateInterval);
GetEMotionFX().Update(m_updateInterval);
}
// Check the state for the current frame
@@ -168,7 +168,7 @@ namespace EMotionFX
const AZStd::vector<AnimGraphNode*>& gotActiveNodes = m_stateMachine->GetActiveStates(m_animGraphInstance);
EXPECT_EQ(gotActiveNodes, expectedActiveNodes) << "on frame " << frameNum << ", time " << frameNum * updateInterval;
EXPECT_EQ(gotActiveNodes, expectedActiveNodes) << "on frame " << frameNum << ", time " << frameNum * m_updateInterval;
}
}
{
@@ -237,28 +237,28 @@ namespace EMotionFX
motionToExitTransition->SetBlendTime(0.0f);
motionToExitTransition->AddCondition(motionToExitCondition);
mChildState = aznew AnimGraphStateMachine();
mChildState->SetName("ChildStateMachine");
mChildState->AddChildNode(childMotionNode);
mChildState->AddChildNode(childExitNode);
mChildState->SetEntryState(childMotionNode);
mChildState->AddTransition(motionToExitTransition);
m_childState = aznew AnimGraphStateMachine();
m_childState->SetName("ChildStateMachine");
m_childState->AddChildNode(childMotionNode);
m_childState->AddChildNode(childExitNode);
m_childState->SetEntryState(childMotionNode);
m_childState->AddTransition(motionToExitTransition);
AnimGraphTimeCondition* motion0ToChildStateCondition = aznew AnimGraphTimeCondition();
motion0ToChildStateCondition->SetCountDownTime(0.5f);
AnimGraphStateTransition* motion0ToChildStateTransition = aznew AnimGraphStateTransition();
motion0ToChildStateTransition->SetSourceNode(m_motionNodeA);
motion0ToChildStateTransition->SetTargetNode(mChildState);
motion0ToChildStateTransition->SetTargetNode(m_childState);
motion0ToChildStateTransition->SetBlendTime(0.5f);
motion0ToChildStateTransition->AddCondition(motion0ToChildStateCondition);
AnimGraphStateTransition* childStateToMotion1Transition = aznew AnimGraphStateTransition();
childStateToMotion1Transition->SetSourceNode(mChildState);
childStateToMotion1Transition->SetSourceNode(m_childState);
childStateToMotion1Transition->SetTargetNode(m_motionNodeB);
childStateToMotion1Transition->SetBlendTime(0.5f);
m_stateMachine->AddChildNode(mChildState);
m_stateMachine->AddChildNode(m_childState);
m_stateMachine->AddTransition(motion0ToChildStateTransition);
m_stateMachine->AddTransition(childStateToMotion1Transition);
@@ -272,7 +272,7 @@ namespace EMotionFX
}
protected:
AnimGraphStateMachine* mChildState;
AnimGraphStateMachine* m_childState;
};
class RangedMotionEventConditionFixture