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