Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
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@@ -135,10 +135,10 @@ namespace EMotionFX
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for (size_t joint = 0; joint < 3; ++joint)
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{
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const AZ::Vector3& jointPos = currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).mPosition;
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const AZ::Vector3& jointBindPos = bindPose.GetWorldSpaceTransform(m_jointIndices[joint]).mPosition;
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const AZ::Vector3& jointPos = currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).m_position;
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const AZ::Vector3& jointBindPos = bindPose.GetWorldSpaceTransform(m_jointIndices[joint]).m_position;
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ASSERT_TRUE((jointPos - jointBindPos).GetLength() <= 0.01f); // Make sure we didn't move too far from the bind pose.
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ASSERT_TRUE(AZ::IsClose(currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).mRotation.GetLength(), 1.0f, 0.001f)); // Make sure we have a unit quaternion.
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ASSERT_TRUE(AZ::IsClose(currentPose.GetWorldSpaceTransform(m_jointIndices[joint]).m_rotation.GetLength(), 1.0f, 0.001f)); // Make sure we have a unit quaternion.
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}
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}
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}
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