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