I'm trying to calculate surface area and volume of a 3D mesh/object that I'm loading in scene view.
I tried some solutions from stackoverflow but the actual surface area is way less than the calculated one.
Here's my code.
private func calculateSuperficialAreaOfMesh() -> Float {
let points = modelNode.childNodes[0].geometry!.vertices() ?? []
var len = points.count
var area = 0.0
if(len == 0) {
return 0.0
}
var i = 0
var va: SCNVector3
var vb: SCNVector3
var vc: SCNVector3
repeat {
va = points[i]
vb = points[i + 2]
vc = points[i + 3]
let ab = SCNVector3(x: vb.x - va.x, y: vb.y - va.y, z: vb.z - va.z)
let ac = SCNVector3(x: vc.x - va.x, y: vc.y - va.y, z: va.z - vc.z)
let cross = ab.cross(vector: ac)
area += Double(sqrt(pow(cross.x, 2) + pow(cross.y , 2) + pow(cross.z, 2))) / 2
i += 3
} while (i < points.count - 3)
return Float(area)
}
And getting vertices from
extension SCNGeometry {
/**
Get the vertices (3d points coordinates) of the geometry.
- returns: An array of SCNVector3 containing the vertices of the geometry.
*/
func vertices() -> [SCNVector3]? {
let sources = self.sources(for: .vertex)
guard let source = sources.first else{return nil}
let stride = source.dataStride / source.bytesPerComponent
let offset = source.dataOffset / source.bytesPerComponent
let vectorCount = source.vectorCount
return source.data.withUnsafeBytes{ (buffer : UnsafePointer<Float>) -> [SCNVector3] in
var result = Array<SCNVector3>()
for i in 0...vectorCount - 1 {
let start = i * stride + offset
let x = buffer[start]
let y = buffer[start + 1]
let z = buffer[start + 2]
result.append(SCNVector3(x, y, z))
}
return result
}
}
}