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
@@ -135,10 +135,10 @@ namespace EMotionFX
for (size_t joint = 0; joint < 3; ++joint)
{
const AZ::Vector3& jointPos = currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).mPosition;
const AZ::Vector3& jointBindPos = bindPose.GetWorldSpaceTransform(m_jointIndices[joint]).mPosition;
const AZ::Vector3& jointPos = currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).m_position;
const AZ::Vector3& jointBindPos = bindPose.GetWorldSpaceTransform(m_jointIndices[joint]).m_position;
ASSERT_TRUE((jointPos - jointBindPos).GetLength() <= 0.01f); // Make sure we didn't move too far from the bind pose.
ASSERT_TRUE(AZ::IsClose(currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).mRotation.GetLength(), 1.0f, 0.001f)); // Make sure we have a unit quaternion.
ASSERT_TRUE(AZ::IsClose(currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).m_rotation.GetLength(), 1.0f, 0.001f)); // Make sure we have a unit quaternion.
}
}
}