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
@@ -24,17 +24,17 @@ namespace EMotionFX
{
struct SyncParam
{
void (*eventFactoryA)(MotionEventTrack* track) = MakeNoEvents;
void (*eventFactoryB)(MotionEventTrack* track) = MakeNoEvents;
void (*m_eventFactoryA)(MotionEventTrack* track) = MakeNoEvents;
void (*m_eventFactoryB)(MotionEventTrack* track) = MakeNoEvents;
// 2.0 seconds of simulation, 0.1 increments, 21 playtimes
AZStd::array<float, 21> expectedPlayTimeA {};
AZStd::array<float, 21> expectedPlayTimeB {};
AZStd::array<float, 21> m_expectedPlayTimeA {};
AZStd::array<float, 21> m_expectedPlayTimeB {};
// Expected play times will be calculated based on motion event and duration from AnimGraphNode::SyncUsingSyncTracks().
AnimGraphObject::ESyncMode syncMode = AnimGraphObject::ESyncMode::SYNCMODE_DISABLED;
float weightParam = 0.0f;
bool reverseMotion = false;
AnimGraphObject::ESyncMode m_syncMode = AnimGraphObject::ESyncMode::SYNCMODE_DISABLED;
float m_weightParam = 0.0f;
bool m_reverseMotion = false;
};
class SyncingSystemFixture
@@ -45,7 +45,7 @@ namespace EMotionFX
void ConstructGraph() override
{
const SyncParam param = GetParam();
m_syncMode = param.syncMode;
m_syncMode = param.m_syncMode;
AnimGraphFixture::ConstructGraph();
m_blendTreeAnimGraph = AnimGraphFactory::Create<OneBlendTreeNodeAnimGraph>();
m_rootStateMachine = m_blendTreeAnimGraph->GetRootStateMachine();
@@ -143,16 +143,16 @@ namespace EMotionFX
TEST_P(SyncingSystemFixture, SyncingSystemPlaySpeedTests)
{
const SyncParam param = GetParam();
param.eventFactoryA(m_syncTrackA);
param.eventFactoryB(m_syncTrackB);
param.m_eventFactoryA(m_syncTrackA);
param.m_eventFactoryB(m_syncTrackB);
GetEMotionFX().Update(0.0f);
MCore::AttributeFloat* weightParam = m_animGraphInstance->GetParameterValueChecked<MCore::AttributeFloat>(0);
weightParam->SetValue(param.weightParam);
weightParam->SetValue(param.m_weightParam);
// Test reverse motion
m_motionNodeA->SetReverse(param.reverseMotion);
m_motionNodeB->SetReverse(param.reverseMotion);
m_motionNodeA->SetReverse(param.m_reverseMotion);
m_motionNodeB->SetReverse(param.m_reverseMotion);
uint32 playTimeIndex = 0;
const float tolerance = 0.00001f;
Simulate(2.0f/*simulationTime*/, 10.0f/*expectedFps*/, 0.0f/*fpsVariance*/,
@@ -180,7 +180,7 @@ namespace EMotionFX
float factorB;
float interpolatedSpeedA;
AZStd::tie(interpolatedSpeedA, factorA, factorB) = AnimGraphNode::SyncPlaySpeeds(
motionPlaySpeedA, durationA, motionPlaySpeedB, durationB, param.weightParam);
motionPlaySpeedA, durationA, motionPlaySpeedB, durationB, param.m_weightParam);
EXPECT_FLOAT_EQ(statePlaySpeedA, interpolatedSpeedA * factorA) << "Motion playspeeds should match the set playspeed in the motion node throughout blending.";
}
else if(m_blend2Node->GetSyncMode() == AnimGraphObject::SYNCMODE_TRACKBASED)
@@ -188,8 +188,8 @@ namespace EMotionFX
const float motionPlayTimeA = m_motionNodeA->GetCurrentPlayTime(animGraphInstance);
const float motionPlayTimeB = m_motionNodeB->GetCurrentPlayTime(animGraphInstance);
EXPECT_NEAR(motionPlayTimeA, param.expectedPlayTimeA[playTimeIndex], tolerance) << "Motion node A playtime should match the expected playtime.";
EXPECT_NEAR(motionPlayTimeB, param.expectedPlayTimeB[playTimeIndex], tolerance) << "Motion node B playtime should match the expected playtime.";
EXPECT_NEAR(motionPlayTimeA, param.m_expectedPlayTimeA[playTimeIndex], tolerance) << "Motion node A playtime should match the expected playtime.";
EXPECT_NEAR(motionPlayTimeB, param.m_expectedPlayTimeB[playTimeIndex], tolerance) << "Motion node B playtime should match the expected playtime.";
playTimeIndex++;
}
}