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
@@ -32,8 +32,8 @@ namespace EMotionFX
public:
void SetupMirrorNodes(const Node* leftNode, const Node* rightNode)
{
m_actor->GetNodeMirrorInfo(leftNode->GetNodeIndex()).mSourceNode = static_cast<uint16>(rightNode->GetNodeIndex());
m_actor->GetNodeMirrorInfo(rightNode->GetNodeIndex()).mSourceNode = static_cast<uint16>(leftNode->GetNodeIndex());
m_actor->GetNodeMirrorInfo(leftNode->GetNodeIndex()).m_sourceNode = static_cast<uint16>(rightNode->GetNodeIndex());
m_actor->GetNodeMirrorInfo(rightNode->GetNodeIndex()).m_sourceNode = static_cast<uint16>(leftNode->GetNodeIndex());
}
void ConstructGraph() override
@@ -129,13 +129,13 @@ namespace EMotionFX
// Remember the original position for comparison later
Pose * jackPose = m_actorInstance->GetTransformData()->GetCurrentPose();
const AZ::Vector3 l_upArmOriginalPos = jackPose->GetModelSpaceTransform(l_upArmIndex).mPosition;
const AZ::Vector3 r_upArmOriginalPos = jackPose->GetModelSpaceTransform(r_upArmIndex).mPosition;
const AZ::Vector3 l_upArmOriginalPos = jackPose->GetModelSpaceTransform(l_upArmIndex).m_position;
const AZ::Vector3 r_upArmOriginalPos = jackPose->GetModelSpaceTransform(r_upArmIndex).m_position;
GetEMotionFX().Update(1.0f / 60.0f);
// Remember mirrored position
const AZ::Vector3 l_upArmMirroredPos = jackPose->GetModelSpaceTransform(l_upArmIndex).mPosition;
const AZ::Vector3 r_upArmMirroredPos = jackPose->GetModelSpaceTransform(r_upArmIndex).mPosition;
const AZ::Vector3 l_upArmMirroredPos = jackPose->GetModelSpaceTransform(l_upArmIndex).m_position;
const AZ::Vector3 r_upArmMirroredPos = jackPose->GetModelSpaceTransform(r_upArmIndex).m_position;
// Expect poses to be at the same position because mirror pose node is off
EXPECT_FALSE(m_mirrorPoseNode->GetIsMirroringEnabled(m_animGraphInstance));
@@ -144,19 +144,19 @@ namespace EMotionFX
// Mirror Pose Node enabled
m_floatConstantNode->SetValue(1.0f);
const AZ::Vector3 l_upArmPos = jackPose->GetModelSpaceTransform(l_upArmIndex).mPosition;
const AZ::Vector3 r_upArmPos = jackPose->GetModelSpaceTransform(r_upArmIndex).mPosition;
const AZ::Vector3 l_loArmPos = jackPose->GetModelSpaceTransform(l_loArmIndex).mPosition;
const AZ::Vector3 r_loArmPos = jackPose->GetModelSpaceTransform(r_loArmIndex).mPosition;
const AZ::Vector3 l_handPos = jackPose->GetModelSpaceTransform(l_handIndex).mPosition;
const AZ::Vector3 r_handPos = jackPose->GetModelSpaceTransform(r_handIndex).mPosition;
const AZ::Vector3 l_upArmPos = jackPose->GetModelSpaceTransform(l_upArmIndex).m_position;
const AZ::Vector3 r_upArmPos = jackPose->GetModelSpaceTransform(r_upArmIndex).m_position;
const AZ::Vector3 l_loArmPos = jackPose->GetModelSpaceTransform(l_loArmIndex).m_position;
const AZ::Vector3 r_loArmPos = jackPose->GetModelSpaceTransform(r_loArmIndex).m_position;
const AZ::Vector3 l_handPos = jackPose->GetModelSpaceTransform(l_handIndex).m_position;
const AZ::Vector3 r_handPos = jackPose->GetModelSpaceTransform(r_handIndex).m_position;
GetEMotionFX().Update(1.0f / 60.0f);
const AZ::Vector3 mirroredl_upArmPos = jackPose->GetModelSpaceTransform(l_upArmIndex).mPosition;
const AZ::Vector3 mirroredr_upArmPos = jackPose->GetModelSpaceTransform(r_upArmIndex).mPosition;
const AZ::Vector3 mirroredl_loArmPos = jackPose->GetModelSpaceTransform(l_loArmIndex).mPosition;
const AZ::Vector3 mirroredr_loArmPos = jackPose->GetModelSpaceTransform(r_loArmIndex).mPosition;
const AZ::Vector3 mirroredl_handPos = jackPose->GetModelSpaceTransform(l_handIndex).mPosition;
const AZ::Vector3 mirroredr_handPos = jackPose->GetModelSpaceTransform(r_handIndex).mPosition;
const AZ::Vector3 mirroredl_upArmPos = jackPose->GetModelSpaceTransform(l_upArmIndex).m_position;
const AZ::Vector3 mirroredr_upArmPos = jackPose->GetModelSpaceTransform(r_upArmIndex).m_position;
const AZ::Vector3 mirroredl_loArmPos = jackPose->GetModelSpaceTransform(l_loArmIndex).m_position;
const AZ::Vector3 mirroredr_loArmPos = jackPose->GetModelSpaceTransform(r_loArmIndex).m_position;
const AZ::Vector3 mirroredl_handPos = jackPose->GetModelSpaceTransform(l_handIndex).m_position;
const AZ::Vector3 mirroredr_handPos = jackPose->GetModelSpaceTransform(r_handIndex).m_position;
EXPECT_TRUE(m_mirrorPoseNode->GetIsMirroringEnabled(m_animGraphInstance));