Get the up side of the SCNNode from the orientation

I have SCNBoxin SCNScene. After the scene animates the changes SCNBox, this is the orientation that can be seen by checking it presentationNode.orientation. This value is returned in SCNVector4. How to determine which side the SCNBoxreverse side is from the values ​​returned in SCNVector4?

I tried to normalize the data and came up with the following data

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) 

Unfortunately, this is not always the case, and checking for it sometimes sometimes returns invalid sides.

Is there a reliable way to determine the front side SCNBoxwith its geometric orientation?

Edit: Based on Toios' answer, I came up with the following code that doesn't work. Hope this helps get closer to the ultimate goal. I also used the code found in Extracting vertices from stagekit to get the vertices of my SCNBoxNode.

- (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];
}
+4
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2 answers

, , . , "boxNode" , 6 () : /////. , . . "boxNormals" ( , SceneKit , , ).

- (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;
}
+6

node. . node.eulerAngles node.rotation(angle angle), .

, , [0, 1, 0] ( ). (V) . , V. - , .

( , [0,1,0].)

+2

Source: https://habr.com/ru/post/1543789/


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