Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -72,7 +72,7 @@ namespace EMotionFX
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for (size_t i = 0; i < numJoints; ++i)
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{
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Transform transform = outputPose.GetLocalSpaceTransform(i);
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transform.mPosition = AZ::Vector3(m_identificationValue, m_identificationValue, m_identificationValue);
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transform.m_position = AZ::Vector3(m_identificationValue, m_identificationValue, m_identificationValue);
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outputPose.SetLocalSpaceTransform(i, transform);
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}
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}
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@@ -230,7 +230,7 @@ namespace EMotionFX
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// The components of the position embed the origin.
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// If the compareValue equals m_basePosePosValue, it originates from the base pose input.
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// In case the joint is part of any of the masks and got overwriten by them, the compareValue represents the mask index.
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const size_t compareValue = static_cast<size_t>(transform.mPosition.GetX());
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const size_t compareValue = static_cast<size_t>(transform.m_position.GetX());
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AZ::Outcome<size_t> maskIndex = FindMaskIndexForJoint(jointIndex);
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if (maskIndex.IsSuccess())
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