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
@@ -406,15 +406,15 @@ namespace EMotionFX
EXPECT_FALSE(motionData.IsJointAnimated(3));
EXPECT_STREQ(motionData.GetJointName(3).c_str(), "Joint4");
EXPECT_THAT(motionData.GetJointPoseTransform(3).mPosition, IsClose(poseTransform.mPosition));
EXPECT_THAT(motionData.GetJointPoseTransform(3).mRotation, IsClose(poseTransform.mRotation));
EXPECT_THAT(motionData.GetJointPoseTransform(3).m_position, IsClose(poseTransform.m_position));
EXPECT_THAT(motionData.GetJointPoseTransform(3).m_rotation, IsClose(poseTransform.m_rotation));
#ifndef EMFX_SCALE_DISABLED
EXPECT_THAT(motionData.GetJointPoseTransform(3).mScale, IsClose(poseTransform.mScale));
EXPECT_THAT(motionData.GetJointPoseTransform(3).m_scale, IsClose(poseTransform.m_scale));
#endif
EXPECT_THAT(motionData.GetJointBindPoseTransform(3).mPosition, IsClose(bindTransform.mPosition));
EXPECT_THAT(motionData.GetJointBindPoseTransform(3).mRotation, IsClose(bindTransform.mRotation));
EXPECT_THAT(motionData.GetJointBindPoseTransform(3).m_position, IsClose(bindTransform.m_position));
EXPECT_THAT(motionData.GetJointBindPoseTransform(3).m_rotation, IsClose(bindTransform.m_rotation));
#ifndef EMFX_SCALE_DISABLED
EXPECT_THAT(motionData.GetJointBindPoseTransform(3).mScale, IsClose(bindTransform.mScale));
EXPECT_THAT(motionData.GetJointBindPoseTransform(3).m_scale, IsClose(bindTransform.m_scale));
#endif
// Test adding a morph.
@@ -549,19 +549,19 @@ namespace EMotionFX
sampleSettings.m_actorInstance = m_actorInstance;
sampleSettings.m_sampleTime = expectation.first;
const Transform sampledResult = motionData.SampleJointTransform(sampleSettings, 0);
EXPECT_THAT(sampledResult.mPosition, IsClose(expectation.second.mPosition));
EXPECT_THAT(sampledResult.mRotation, IsClose(expectation.second.mRotation));
EXPECT_THAT(sampledResult.m_position, IsClose(expectation.second.m_position));
EXPECT_THAT(sampledResult.m_rotation, IsClose(expectation.second.m_rotation));
#ifndef EMFX_SCALE_DISABLED
EXPECT_THAT(sampledResult.mScale, IsClose(expectation.second.mScale));
EXPECT_THAT(sampledResult.m_scale, IsClose(expectation.second.m_scale));
#endif
// Fourth joint has no motion data to apply to our actor, so expect a bind pose.
// It has motion data, but there is no joint in the skeleton that matches its name, so it is like motion data for a joint that doesn't exist in our actor.
const Transform fourthJointTransform = motionData.SampleJointTransform(sampleSettings, 3);
EXPECT_THAT(fourthJointTransform.mPosition, IsClose(expectedBindTransform.mPosition));
EXPECT_THAT(fourthJointTransform.mRotation, IsClose(expectedBindTransform.mRotation));
EXPECT_THAT(fourthJointTransform.m_position, IsClose(expectedBindTransform.m_position));
EXPECT_THAT(fourthJointTransform.m_rotation, IsClose(expectedBindTransform.m_rotation));
#ifndef EMFX_SCALE_DISABLED
EXPECT_THAT(fourthJointTransform.mScale, IsClose(expectedBindTransform.mScale));
EXPECT_THAT(fourthJointTransform.m_scale, IsClose(expectedBindTransform.m_scale));
#endif
}
@@ -578,19 +578,19 @@ namespace EMotionFX
// We only verify the first joint, to see if it interpolated fine.
const Transform sampledResult = pose.GetLocalSpaceTransform(0);
EXPECT_THAT(sampledResult.mPosition, IsClose(expectation.second.mPosition));
EXPECT_THAT(sampledResult.mRotation, IsClose(expectation.second.mRotation));
EXPECT_THAT(sampledResult.m_position, IsClose(expectation.second.m_position));
EXPECT_THAT(sampledResult.m_rotation, IsClose(expectation.second.m_rotation));
#ifndef EMFX_SCALE_DISABLED
EXPECT_THAT(sampledResult.mScale, IsClose(expectation.second.mScale));
EXPECT_THAT(sampledResult.m_scale, IsClose(expectation.second.m_scale));
#endif
// Fourth joint has no motion data to apply to our actor, so expect a bind pose.
// It has motion data, but there is no joint in the skeleton that matches its name, so it is like motion data for a joint that doesn't exist in our actor.
const Transform fourthJointTransform = pose.GetLocalSpaceTransform(3);
EXPECT_THAT(fourthJointTransform.mPosition, IsClose(expectedBindTransform.mPosition));
EXPECT_THAT(fourthJointTransform.mRotation, IsClose(expectedBindTransform.mRotation));
EXPECT_THAT(fourthJointTransform.m_position, IsClose(expectedBindTransform.m_position));
EXPECT_THAT(fourthJointTransform.m_rotation, IsClose(expectedBindTransform.m_rotation));
#ifndef EMFX_SCALE_DISABLED
EXPECT_THAT(fourthJointTransform.mScale, IsClose(expectedBindTransform.mScale));
EXPECT_THAT(fourthJointTransform.m_scale, IsClose(expectedBindTransform.m_scale));
#endif
}
}