Cleanup: use 3D dot product (not 4D) when comparing pose-bone axes

Also use more meaningful variable name.
This commit is contained in:
Campbell Barton 2021-10-05 10:59:49 +11:00
parent 92c449776d
commit 2dace5f3ef
1 changed files with 4 additions and 4 deletions

View File

@ -327,10 +327,10 @@ static void action_flip_pchan(Object *ob_arm,
* the X-axis, it turns into a 180 degree rotation over the Y-axis.
* This has only been observed with bones that can't be flipped,
* hence the check for `pchan_flip`. */
const float unit_x[4] = {1.0f, 0.0f, 0.0f, 0.0f};
const bool is_problematic = pchan_flip == NULL &&
fabsf(dot_v4v4(pchan->bone->arm_mat[0], unit_x)) <= 1e-6;
if (is_problematic) {
const float unit_x[3] = {1.0f, 0.0f, 0.0f};
const bool is_x_axis_orthogonal = (pchan_flip == NULL) &&
(fabsf(dot_v3v3(pchan->bone->arm_mat[0], unit_x)) <= 1e-6f);
if (is_x_axis_orthogonal) {
/* Matrix needs to flip both the X and Z axes to come out right. */
float extra_mat[4][4] = {
{-1.0f, 0.0f, 0.0f, 0.0f},