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
@@ -23,7 +23,7 @@ namespace EMotionFX
{
void PrintTo(const Recorder::ActorInstanceData& actorInstanceData, ::std::ostream* os)
{
*os << actorInstanceData.mActorInstance->GetActor()->GetName();
*os << actorInstanceData.m_actorInstance->GetActor()->GetName();
}
template<class ReturnType, class StorageType = ReturnType>
@@ -42,8 +42,8 @@ namespace EMotionFX
void PrintTo(const Recorder::TransformTracks& tracks, ::std::ostream* os)
{
PrintTo(tracks.mPositions, os);
PrintTo(tracks.mRotations, os);
PrintTo(tracks.m_positions, os);
PrintTo(tracks.m_rotations, os);
}
AZ_PUSH_DISABLE_WARNING(4100, "-Wmissing-declarations") // 'result_listener': unreferenced formal parameter
@@ -178,15 +178,15 @@ namespace EMotionFX
void INTEG_PoseComparisonFixture::LoadAssets()
{
const AZStd::string actorPath = ResolvePath(GetParam().actorFile);
const AZStd::string actorPath = ResolvePath(GetParam().m_actorFile);
m_actor = EMotionFX::GetImporter().LoadActor(actorPath);
ASSERT_TRUE(m_actor) << "Failed to load actor";
const AZStd::string animGraphPath = ResolvePath(GetParam().animGraphFile);
const AZStd::string animGraphPath = ResolvePath(GetParam().m_animGraphFile);
m_animGraph = EMotionFX::GetImporter().LoadAnimGraph(animGraphPath);
ASSERT_TRUE(m_animGraph) << "Failed to load anim graph";
const AZStd::string motionSetPath = ResolvePath(GetParam().motionSetFile);
const AZStd::string motionSetPath = ResolvePath(GetParam().m_motionSetFile);
m_motionSet = EMotionFX::GetImporter().LoadMotionSet(motionSetPath);
ASSERT_TRUE(m_motionSet) << "Failed to load motion set";
m_motionSet->Preload();
@@ -197,7 +197,7 @@ namespace EMotionFX
TEST_P(INTEG_PoseComparisonFixture, Integ_TestPoses)
{
const AZStd::string recordingPath = ResolvePath(GetParam().recordingFile);
const AZStd::string recordingPath = ResolvePath(GetParam().m_recordingFile);
Recorder* recording = EMotionFX::Recorder::LoadFromFile(recordingPath.c_str());
const EMotionFX::Recorder::ActorInstanceData& expectedActorInstanceData = recording->GetActorInstanceData(0);
@@ -222,10 +222,10 @@ namespace EMotionFX
{
const Recorder::TransformTracks& gotTrack = gotTracks[trackNum];
const Recorder::TransformTracks& expectedTrack = expectedTracks[trackNum];
const char* nodeName = gotActorInstanceData.mActorInstance->GetActor()->GetSkeleton()->GetNode(trackNum)->GetName();
const char* nodeName = gotActorInstanceData.m_actorInstance->GetActor()->GetSkeleton()->GetNode(trackNum)->GetName();
EXPECT_THAT(gotTrack.mPositions, MatchesKeyTrack(expectedTrack.mPositions, nodeName));
EXPECT_THAT(gotTrack.mRotations, MatchesKeyTrack(expectedTrack.mRotations, nodeName));
EXPECT_THAT(gotTrack.m_positions, MatchesKeyTrack(expectedTrack.m_positions, nodeName));
EXPECT_THAT(gotTrack.m_rotations, MatchesKeyTrack(expectedTrack.m_rotations, nodeName));
}
recording->Destroy();
@@ -235,14 +235,14 @@ namespace EMotionFX
{
// Make one recording, 10 seconds at 60 fps
Recorder::RecordSettings settings;
settings.mFPS = 1000000;
settings.mRecordTransforms = true;
settings.mRecordAnimGraphStates = false;
settings.mRecordNodeHistory = false;
settings.mRecordScale = false;
settings.mInitialAnimGraphAnimBytes = 4 * 1024 * 1024; // 4 mb
settings.mHistoryStatesOnly = false;
settings.mRecordEvents = false;
settings.m_fps = 1000000;
settings.m_recordTransforms = true;
settings.m_recordAnimGraphStates = false;
settings.m_recordNodeHistory = false;
settings.m_recordScale = false;
settings.m_initialAnimGraphAnimBytes = 4 * 1024 * 1024; // 4 mb
settings.m_historyStatesOnly = false;
settings.m_recordEvents = false;
EMotionFX::GetRecorder().StartRecording(settings);
@@ -285,10 +285,10 @@ namespace EMotionFX
{
const Recorder::TransformTracks& gotTrack = gotTracks[trackNum];
const Recorder::TransformTracks& expectedTrack = expectedTracks[trackNum];
const char* nodeName = gotActorInstanceData.mActorInstance->GetActor()->GetSkeleton()->GetNode(trackNum)->GetName();
const char* nodeName = gotActorInstanceData.m_actorInstance->GetActor()->GetSkeleton()->GetNode(trackNum)->GetName();
EXPECT_THAT(gotTrack.mPositions, MatchesKeyTrack(expectedTrack.mPositions, nodeName));
EXPECT_THAT(gotTrack.mRotations, MatchesKeyTrack(expectedTrack.mRotations, nodeName));
EXPECT_THAT(gotTrack.m_positions, MatchesKeyTrack(expectedTrack.m_positions, nodeName));
EXPECT_THAT(gotTrack.m_rotations, MatchesKeyTrack(expectedTrack.m_rotations, nodeName));
}
recording->Destroy();