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
@@ -87,10 +87,10 @@ namespace EMotionFX
Transform outputRoot = GetOutputTransform();
Transform expected = Transform::CreateIdentity();
expected.Set(AZ::Vector3::CreateZero(), expectedRotation);
bool success = AZ::IsClose(expected.mRotation.GetW(), outputRoot.mRotation.GetW(), 0.0001f);
success = success && AZ::IsClose(expected.mRotation.GetX(), outputRoot.mRotation.GetX(), 0.0001f);
success = success && AZ::IsClose(expected.mRotation.GetY(), outputRoot.mRotation.GetY(), 0.0001f);
success = success && AZ::IsClose(expected.mRotation.GetZ(), outputRoot.mRotation.GetZ(), 0.0001f);
bool success = AZ::IsClose(expected.m_rotation.GetW(), outputRoot.m_rotation.GetW(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetX(), outputRoot.m_rotation.GetX(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetY(), outputRoot.m_rotation.GetY(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetZ(), outputRoot.m_rotation.GetZ(), 0.0001f);
m_rotationMathNode->SetMathFunction(EMotionFX::BlendTreeRotationMath2Node::MATHFUNCTION_INVERSE_MULTIPLY);
@@ -99,10 +99,10 @@ namespace EMotionFX
outputRoot = GetOutputTransform();
expected.Identity();
expected.Set(AZ::Vector3::CreateZero(), expectedRotation);
success = success && AZ::IsClose(expected.mRotation.GetW(), outputRoot.mRotation.GetW(), 0.0001f);
success = success && AZ::IsClose(expected.mRotation.GetX(), outputRoot.mRotation.GetX(), 0.0001f);
success = success && AZ::IsClose(expected.mRotation.GetY(), outputRoot.mRotation.GetY(), 0.0001f);
success = success && AZ::IsClose(expected.mRotation.GetZ(), outputRoot.mRotation.GetZ(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetW(), outputRoot.m_rotation.GetW(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetX(), outputRoot.m_rotation.GetX(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetY(), outputRoot.m_rotation.GetY(), 0.0001f);
success = success && AZ::IsClose(expected.m_rotation.GetZ(), outputRoot.m_rotation.GetZ(), 0.0001f);
ASSERT_TRUE(success);