Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
bool Actor::GetHasMirrorAxesDetected() const
    {
        if (m_nodeMirrorInfos.empty())
        {
            return false;
        }

        return AZStd::all_of(begin(m_nodeMirrorInfos), end(m_nodeMirrorInfos), [](const NodeMirrorInfo& nodeMirrorInfo)
        {
            return nodeMirrorInfo.m_axis != MCORE_INVALIDINDEX8;
        });
    }
// check if we have our axes detected
check if we have our axes detected
check if we have our axes detected
bool Actor::GetHasMirrorAxesDetected() const
    {
        if (m_nodeMirrorInfos.empty())
        {
            return false;
        }
        return AZStd::all_of(begin(m_nodeMirrorInfos), end(m_nodeMirrorInfos), [](const NodeMirrorInfo& nodeMirrorInfo)
        {
            return nodeMirrorInfo.m_axis != MCORE_INVALIDINDEX8;
        });
    }
bool Actor :: GetHasMirrorAxesDetected ( ) const { if ( m_nodeMirrorInfos . empty ( ) ) { return false ; } return AZStd :: all_of ( begin ( m_nodeMirrorInfos ) , end ( m_nodeMirrorInfos ) , [ ] ( const NodeMirrorInfo & nodeMirrorInfo ) { return nodeMirrorInfo . m_axis != MCORE_INVALIDINDEX8 ; } ) ; }
check if we have our axes detected
check if we have our axes detected