我在SCNScene中有一个SCNBox
。在场景动画后,SCNBox
更改的方向可以通过检查其presentationNode.orientation
来查看。此值在SCNVector4中返回。如何从SCNVector4中返回的值确定SCNBox
的哪一侧是朝上的一面?
我试图规范化数据并提出以下数据
Side 1 = (-x, 0, 0, +x)
Side 2 = (0, -x, 0 +y)
Side 3 = (-x, +x, -y, y)
Side 4 = (x, x, y, y)
Side 5 = (-x, 0, +y, 0)
Side 6 = (-x, -y, +y, -x)
不幸的是,这并不总是正确的,对它进行检查有时会偶尔返回无效的边。
是否有一种可靠的方法可以从几何体的方向属性中确定SCNBox
的朝上一面?
编辑: 根据Toyos的回答,我提出了以下代码,但这些代码并不起作用。希望这有助于更接近最终目标。我还使用在Extracting vertices from scenekit找到的代码来获取我的SCNBoxNode的顶点。
- (NSNumber *)valueForRotation:(SCNVector4)rotation andGeometry:(SCNGeometry*)geometry {
SCNVector4 inverse = SCNVector4Make(rotation.x, rotation.y, rotation.z, -rotation.w);
CATransform3D transform = CATransform3DMakeRotation(inverse.w, inverse.x, inverse.y, inverse.z);
GLKMatrix4 matrix = GLKMatrix4Make(transform.m11, transform.m12, transform.m13, transform.m14, transform.m21, transform.m22, transform.m23, transform.m24, transform.m31, transform.m32, transform.m33, transform.m34, transform.m41, transform.m42, transform.m43, transform.m44);
GLKVector4 vector = GLKVector4Make(rotation.x, rotation.y, rotation.z, rotation.w);
GLKVector4 finalVector = GLKMatrix4MultiplyVector4(matrix, vector);
NSArray *vertexSources = [geometry geometrySourcesForSemantic:SCNGeometrySourceSemanticVertex];
SCNGeometrySource *vertexSource = vertexSources[0]; // TODO: Parse all the sources
NSInteger stride = vertexSource.dataStride; // in bytes
NSInteger offset = vertexSource.dataOffset; // in bytes
NSInteger componentsPerVector = vertexSource.componentsPerVector;
NSInteger bytesPerVector = componentsPerVector * vertexSource.bytesPerComponent;
NSInteger vectorCount = vertexSource.vectorCount;
SCNVector3 vertices[vectorCount]; // A new array for vertices
// for each vector, read the bytes
NSLog(@"vetor count %i",vectorCount);
float highestProduct = 0;
int highestVector = -1;
NSMutableArray *highVectors;
for (NSInteger i=0; i<vectorCount; i++) {
// Assuming that bytes per component is 4 (a float)
// If it was 8 then it would be a double (aka CGFloat)
float vectorData[componentsPerVector];
// The range of bytes for this vector
NSRange byteRange = NSMakeRange(i*stride + offset, // Start at current stride + offset
bytesPerVector); // and read the lenght of one vector
// Read into the vector data buffer
[vertexSource.data getBytes:&vectorData range:byteRange];
// At this point you can read the data from the float array
float x = vectorData[0];
float y = vectorData[1];
float z = vectorData[2];
// ... Maybe even save it as an SCNVector3 for later use ...
vertices[i] = SCNVector3Make(x, y, z);
// ... or just log it
NSLog(@"x:%f, y:%f, z:%f", x, y, z);
float product = (x * finalVector.x) + (y * finalVector.y) + (z * finalVector.z);
if (product > highestProduct) {
highestProduct = product;
highestVector = i;
}
}
NSLog(@"highestProduct = %f",highestProduct);
NSLog(@"highestVector = %i",highestVector);
NSLog(@"top verticy = %f, %f, %f",vertices[highestVector].x,vertices[highestVector].y,vertices[highestVector].z);
return [NSNumber numberWithInt:highestVector];
}
答案 0 :(得分:6)
这是一个返回面朝上的面部索引的方法。它假定“boxNode”是由6个面组成的框,具有以下(任意)顺序:前/右/后/左/上/下。它返回面朝上的面部索引。 别忘了导入。 对于任意网格,你必须使用面法线而不是“boxNormals”(这是不明显的计算,因为SceneKit网格每个顶点有一个法线,而不是每个面一个法线,所以你必须计算每个面的法线自己)。
- (NSUInteger) boxUpIndex:(SCNNode *)boxNode
{
SCNVector4 rotation = boxNode.rotation;
SCNVector4 invRotation = rotation; invRotation.w = -invRotation.w;
SCNVector3 up = SCNVector3Make(0,1,0);
//rotate up by invRotation
SCNMatrix4 transform = SCNMatrix4MakeRotation(invRotation.w, invRotation.x, invRotation.y, invRotation.z);
GLKMatrix4 glkTransform = SCNMatrix4ToGLKMatrix4(transform);
GLKVector3 glkUp = SCNVector3ToGLKVector3(up);
GLKVector3 rotatedUp = GLKMatrix4MultiplyVector3(glkTransform, glkUp);
//build box normals (arbitrary order here)
GLKVector3 boxNormals[6] = {{{0,0,1}},
{{1,0,0}},
{{0,0,-1}},
{{-1,0,0}},
{{0,1,0}},
{{0,-1,0}},
};
int bestIndex = 0;
float maxDot = -1;
for(int i=0; i<6; i++){
float dot = GLKVector3DotProduct(boxNormals[i], rotatedUp);
if(dot > maxDot){
maxDot = dot;
bestIndex = i;
}
}
return bestIndex;
}
答案 1 :(得分:2)
node.orientation会给你一个四元数。您也可以使用node.eulerAngles或node.rotation(轴角度),这样可以简化数学运算。
在所有情况下,我认为您需要将反向旋转应用于向量[0,1,0](向上向量)。结果向量(V)将为您提供正面的方向。 然后找到正面,比较框面和V的点积。最高点积是面朝上的面。
(另一种方法是旋转盒子的面,用[0,1,0]做点积。)