Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -87,10 +87,10 @@ namespace EMotionFX
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Transform outputRoot = GetOutputTransform();
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Transform expected = Transform::CreateIdentity();
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expected.Set(AZ::Vector3::CreateZero(), expectedRotation);
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bool success = AZ::IsClose(expected.mRotation.GetW(), outputRoot.mRotation.GetW(), 0.0001f);
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success = success && AZ::IsClose(expected.mRotation.GetX(), outputRoot.mRotation.GetX(), 0.0001f);
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success = success && AZ::IsClose(expected.mRotation.GetY(), outputRoot.mRotation.GetY(), 0.0001f);
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success = success && AZ::IsClose(expected.mRotation.GetZ(), outputRoot.mRotation.GetZ(), 0.0001f);
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bool success = AZ::IsClose(expected.m_rotation.GetW(), outputRoot.m_rotation.GetW(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetX(), outputRoot.m_rotation.GetX(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetY(), outputRoot.m_rotation.GetY(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetZ(), outputRoot.m_rotation.GetZ(), 0.0001f);
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m_rotationMathNode->SetMathFunction(EMotionFX::BlendTreeRotationMath2Node::MATHFUNCTION_INVERSE_MULTIPLY);
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@@ -99,10 +99,10 @@ namespace EMotionFX
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outputRoot = GetOutputTransform();
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expected.Identity();
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expected.Set(AZ::Vector3::CreateZero(), expectedRotation);
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success = success && AZ::IsClose(expected.mRotation.GetW(), outputRoot.mRotation.GetW(), 0.0001f);
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success = success && AZ::IsClose(expected.mRotation.GetX(), outputRoot.mRotation.GetX(), 0.0001f);
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success = success && AZ::IsClose(expected.mRotation.GetY(), outputRoot.mRotation.GetY(), 0.0001f);
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success = success && AZ::IsClose(expected.mRotation.GetZ(), outputRoot.mRotation.GetZ(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetW(), outputRoot.m_rotation.GetW(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetX(), outputRoot.m_rotation.GetX(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetY(), outputRoot.m_rotation.GetY(), 0.0001f);
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success = success && AZ::IsClose(expected.m_rotation.GetZ(), outputRoot.m_rotation.GetZ(), 0.0001f);
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ASSERT_TRUE(success);
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