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
for (size_t i = 0; i < numJoints; ++i)
{
Transform transform = outputPose.GetLocalSpaceTransform(i);
transform.mPosition = AZ::Vector3(m_identificationValue, m_identificationValue, m_identificationValue);
transform.m_position = AZ::Vector3(m_identificationValue, m_identificationValue, m_identificationValue);
outputPose.SetLocalSpaceTransform(i, transform);
}
}
@@ -230,7 +230,7 @@ namespace EMotionFX
// The components of the position embed the origin.
// If the compareValue equals m_basePosePosValue, it originates from the base pose input.
// In case the joint is part of any of the masks and got overwriten by them, the compareValue represents the mask index.
const size_t compareValue = static_cast<size_t>(transform.mPosition.GetX());
const size_t compareValue = static_cast<size_t>(transform.m_position.GetX());
AZ::Outcome<size_t> maskIndex = FindMaskIndexForJoint(jointIndex);
if (maskIndex.IsSuccess())