修复地面倾斜路径偏移的问题

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tian 2026-04-05 14:03:41 +08:00
parent fb9dac9953
commit 348b3a75bf
3 changed files with 497 additions and 1 deletions

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@ -0,0 +1,400 @@
using System;
using Autodesk.Navisworks.Api;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using NavisworksTransport.Utils;
namespace NavisworksTransport.UnitTests.Utils
{
/// <summary>
/// BoundingBoxGeometryUtils 的单元测试
/// 重点验证旋转后包围盒中心偏移计算的数学正确性
/// 使用大尺寸和夸张比例,确保结果清晰可见
/// </summary>
[TestClass]
public class BoundingBoxGeometryUtilsTests
{
#region CalculateRotatedBoundingBoxCenterOffset Tests -
/// <summary>
/// X方向超长的长方体类似长沙发/长桌绕Z轴旋转90度
/// 尺寸: 10000 x 100 x 50
/// 预期: X方向大偏移
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_LongX_Rotate90AroundZ_LargeXOffset()
{
// X方向从 -5000 到 +5000总长10000
// Y方向从 -50 到 +50总长100
// Z方向从 -25 到 +25总长50
var bounds = new BoundingBox3D(
new Point3D(-5000, -50, -25),
new Point3D(5000, 50, 25));
// 原中心: (0, 0, 0)
// 8角点: (±5000, ±50, ±25)
// 绕Z轴旋转90度 (x'=-y, y'=x):
// (5000, 50) -> (-50, 5000)
// (5000, -50) -> (50, 5000)
// (-5000, 50) -> (-50, -5000)
// (-5000, -50) -> (50, -5000)
//
// 新X范围: [-50, 50]来自原Y范围
// 新Y范围: [-5000, 5000]来自原X范围
// 新中心: (0, 0, 0)
// 偏移: (0, 0, 0) - 等等这不应该是0
// 啊不对,让我重新算:
// 原中心是 (0, 0, 0)
// 旋转后各角点分布在 [-50,50]x[-5000,5000]x[-25,25]
// 新AABB中心仍然是 (0, 0, 0)
// 所以偏移应该是 0
// 等等,问题在于原中心是 (0,0,0),所以新中心也是 (0,0,0)
// 我需要测试非对称的,即原中心不在原点的情况
// 重新设计:让包围盒中心不在原点
// Min=(-1000, -50, -25), Max=(9000, 50, 25)
// 中心: (4000, 0, 0)
bounds = new BoundingBox3D(
new Point3D(-1000, -50, -25),
new Point3D(9000, 50, 25));
var rotation = new Rotation3D(new UnitVector3D(0, 0, 1), Math.PI / 2);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (4000, 0, 0)
// 8角点相对中心: (-5000,±50,±25), (5000,±50,±25)
//
// 旋转90度后:
// (-5000, 50) -> (-50, -5000)
// (-5000, -50) -> (50, -5000)
// (5000, 50) -> (-50, 5000)
// (5000, -50) -> (50, 5000)
//
// 新X范围: [-50, 50]
// 新Y范围: [-5000, 5000]
// 新中心: (0, 0, 0)
// 偏移: (0-4000, 0-0, 0-0) = (-4000, 0, 0)
Console.WriteLine($"LongX-Rotate90: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
Assert.AreEqual(-4000, offset.X, 1, "X方向大偏移应为-4000");
Assert.AreEqual(0, offset.Y, 1, "Y偏移应为0");
Assert.AreEqual(0, offset.Z, 0.1, "Z偏移应为0");
}
/// <summary>
/// Y方向超长的长方体绕X轴旋转90度
/// 尺寸: 100 x 10000 x 50
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_LongY_Rotate90AroundX_LargeYOffset()
{
// Y方向从 -1000 到 +9000总长10000中心在4000
// X方向从 -50 到 +50总长100
// Z方向从 -25 到 +25总长50
var bounds = new BoundingBox3D(
new Point3D(-50, -1000, -25),
new Point3D(50, 9000, 25));
// 绕X轴旋转90度 (y'=-z, z'=y)
var rotation = new Rotation3D(new UnitVector3D(1, 0, 0), Math.PI / 2);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (0, 4000, 0)
// 8角点相对中心: (±50, -5000, ±25), (±50, 5000, ±25)
//
// 旋转90度后:
// y' = -z, z' = y
// (50, -5000, 25) -> (50, -25, -5000)
// (50, -5000, -25) -> (50, 25, -5000)
// (50, 5000, 25) -> (50, -25, 5000)
// (50, 5000, -25) -> (50, 25, 5000)
// (-50, -5000, 25) -> (-50, -25, -5000)
// (-50, -5000, -25) -> (-50, 25, -5000)
// (-50, 5000, 25) -> (-50, -25, 5000)
// (-50, 5000, -25) -> (-50, 25, 5000)
//
// 新X范围: [-50, 50]
// 新Y范围: [-25, 25]
// 新Z范围: [-5000, 5000]
// 新中心: (0, 0, 0)
// 偏移: (0-0, 0-4000, 0-0) = (0, -4000, 0)
Console.WriteLine($"LongY-Rotate90: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
Assert.AreEqual(0, offset.X, 1, "X偏移应为0");
Assert.AreEqual(-4000, offset.Y, 1, "Y方向大偏移应为-4000");
Assert.AreEqual(0, offset.Z, 0.1, "Z偏移应为0");
}
/// <summary>
/// Z方向超长的长方体绕Y轴旋转90度
/// 尺寸: 100 x 100 x 10000
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_LongZ_Rotate90AroundY_LargeZOffset()
{
// Z方向从 -1000 到 +9000总长10000中心在4000
// X方向从 -50 到 +50总长100
// Y方向从 -50 到 +50总长100
var bounds = new BoundingBox3D(
new Point3D(-50, -50, -1000),
new Point3D(50, 50, 9000));
// 绕Y轴旋转90度 (z'=x, x'=-z) - 等等,让我确认旋转矩阵
// 绕Y轴旋转θ: x'=x*cosθ+z*sinθ, z'=-x*sinθ+z*cosθ
// 90度时: x'=z, z'=-x
var rotation = new Rotation3D(new UnitVector3D(0, 1, 0), Math.PI / 2);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (0, 0, 4000)
// 8角点相对中心: (±50,±50,-5000), (±50,±50,5000)
//
// 旋转90度后 (x'=z, z'=-x):
// (50, 50, -5000) -> (-5000, 50, -50)
// (50, 50, 5000) -> (5000, 50, -50)
// (-50, 50, -5000) -> (-5000, 50, 50)
// (-50, 50, 5000) -> (5000, 50, 50)
// 以及Y=-50的四个点...
//
// 新X范围: [-5000, 5000]
// 新Y范围: [-50, 50]
// 新Z范围: [-50, 50]
// 新中心: (0, 0, 0)
// 偏移: (0-0, 0-0, 0-4000) = (0, 0, -4000)
Console.WriteLine($"LongZ-Rotate90: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
Assert.AreEqual(0, offset.X, 1, "X偏移应为0");
Assert.AreEqual(0, offset.Y, 0.1, "Y偏移应为0");
Assert.AreEqual(-4000, offset.Z, 1, "Z方向大偏移应为-4000");
}
/// <summary>
/// 三轴都不同比例的长方体绕Z轴旋转45度
/// 尺寸: 1000 x 200 x 100
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_AsymmetricXYZ_Rotate45AroundZ_MultipleOffsets()
{
// X: -500 ~ +500 (中心0但非对称也可测)
// Y: -100 ~ +100 (中心0)
// Z: -50 ~ +50 (中心0)
// 等等中心0的话偏移还是0...
// 改用非中心对称的
// X: -100 ~ +900 (总长1000中心400)
// Y: -80 ~ +120 (总长200中心20)
// Z: -30 ~ +70 (总长100中心20)
var bounds = new BoundingBox3D(
new Point3D(-100, -80, -30),
new Point3D(900, 120, 70));
// 绕Z轴旋转45度
var rotation = new Rotation3D(new UnitVector3D(0, 0, 1), Math.PI / 4);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (400, 20, 20)
//
// 8角点相对中心:
// (-500,-100,-50), (500,-100,-50), (-500,100,-50), (500,100,-50)
// (-500,-100,50), (500,-100,50), (-500,100,50), (500,100,50)
//
// 旋转45度后 (x'=(x-y)/√2, y'=(x+y)/√2):
// (-500,-100) -> (-400/√2, -600/√2) ≈ (-283, -424)
// (500,-100) -> (600/√2, 400/√2) ≈ (424, 283)
// (-500,100) -> (-600/√2, -400/√2) ≈ (-424, -283)
// (500,100) -> (400/√2, 600/√2) ≈ (283, 424)
//
// 新X范围: [-424, 424]
// 新Y范围: [-424, 424]
// 新中心: (0, 0, 20) - Z不变
// 偏移: (0-400, 0-20, 20-20) = (-400, -20, 0)
Console.WriteLine($"Asymmetric-Rotate45: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
// 允许一定误差(因为手动计算是近似值)
Assert.IsTrue(Math.Abs(offset.X - (-400)) < 50, $"X偏移应约-400实际是{offset.X:F1}");
Assert.IsTrue(Math.Abs(offset.Y - (-20)) < 50, $"Y偏移应约-20实际是{offset.Y:F1}");
Assert.AreEqual(0, offset.Z, 0.1, "Z偏移应为0");
}
/// <summary>
/// 实际沙发案例放大版
/// 模拟沙发: 长2000宽100高80中心偏移
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_BigSofa_Rotate90AroundZ_RealisticCase()
{
// 沙发包围盒放大版
// X: -200 ~ +1800 (总长2000中心800)
// Y: -50 ~ +50 (总长100中心0)
// Z: 0 ~ +80 (总高80中心40)
var bounds = new BoundingBox3D(
new Point3D(-200, -50, 0),
new Point3D(1800, 50, 80));
var rotation = new Rotation3D(new UnitVector3D(0, 0, 1), Math.PI / 2);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (800, 0, 40)
//
// 8角点相对中心:
// (-1000,-50,-40), (1000,-50,-40), (-1000,50,-40), (1000,50,-40)
// (-1000,-50,40), (1000,-50,40), (-1000,50,40), (1000,50,40)
//
// 旋转90度后 (x'=-y, y'=x):
// (-1000,-50) -> (50, -1000)
// (1000,-50) -> (50, 1000)
// (-1000,50) -> (-50, -1000)
// (1000,50) -> (-50, 1000)
//
// 新X范围: [-50, 50]
// 新Y范围: [-1000, 1000]
// 新中心: (0, 0, 40) - Z不变
// 偏移: (0-800, 0-0, 40-40) = (-800, 0, 0)
Console.WriteLine($"BigSofa-Rotate90: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
Assert.AreEqual(-800, offset.X, 10, "X方向偏移应为-800");
Assert.AreEqual(0, offset.Y, 10, "Y偏移应为0");
Assert.AreEqual(0, offset.Z, 0.1, "Z偏移应为0");
}
/// <summary>
/// X方向超长绕Z轴旋转45度 - 测试非90度旋转
/// 尺寸: 10000 x 100 x 50
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_LongX_Rotate45AroundZ_DiagonalOffset()
{
// X方向从 -1000 到 +9000总长10000中心4000
// Y方向从 -50 到 +50总长100
var bounds = new BoundingBox3D(
new Point3D(-1000, -50, -25),
new Point3D(9000, 50, 25));
// 绕Z轴旋转45度
var rotation = new Rotation3D(new UnitVector3D(0, 0, 1), Math.PI / 4);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (4000, 0, 0)
// 8角点相对中心: (-5000,±50,±25), (5000,±50,±25)
//
// 旋转45度后 (x'=(x-y)/√2, y'=(x+y)/√2):
// (-5000, 50) -> (-5050/√2, -4950/√2) ≈ (-3571, -3500)
// (-5000, -50) -> (-4950/√2, -5050/√2) ≈ (-3500, -3571)
// (5000, 50) -> (4950/√2, 5050/√2) ≈ (3500, 3571)
// (5000, -50) -> (5050/√2, 4950/√2) ≈ (3571, 3500)
//
// 新X范围: [-3571, 3571]
// 新Y范围: [-3571, 3571]
// 新中心: (0, 0, 0)
// 偏移: (0-4000, 0-0, 0-0) = (-4000, 0, 0)
Console.WriteLine($"LongX-Rotate45: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
// X方向应该有较大负偏移接近-4000
Assert.IsTrue(offset.X < -3500, $"45度旋转后X偏移应小于-3500实际是{offset.X:F1}");
Assert.IsTrue(offset.X > -4500, $"45度旋转后X偏移应大于-4500实际是{offset.X:F1}");
// Y方向偏移应该很小因为原Y中心是0
Assert.IsTrue(Math.Abs(offset.Y) < 100, $"45度旋转后Y偏移应接近0实际是{offset.Y:F1}");
Assert.AreEqual(0, offset.Z, 0.1, "Z偏移应为0");
}
/// <summary>
/// XY方向都非对称的长方体绕Z轴旋转45度 - 测试双向偏移
/// 尺寸: 8000 x 4000 x 100
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_XYBothAsymmetric_Rotate45AroundZ_BothOffsets()
{
// X方向从 -3000 到 +5000总长8000中心2000
// Y方向从 -1000 到 +3000总长4000中心1000
var bounds = new BoundingBox3D(
new Point3D(-3000, -1000, -50),
new Point3D(5000, 3000, 50));
// 绕Z轴旋转45度
var rotation = new Rotation3D(new UnitVector3D(0, 0, 1), Math.PI / 4);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
// 原中心: (2000, 1000, 0)
// 8角点相对中心: (-5000,-2000,±50), (3000,-2000,±50), (-5000,2000,±50), (3000,2000,±50)
//
// 旋转45度后:
// (-5000, -2000) -> (-3000/√2, -7000/√2) ≈ (-2121, -4950)
// (3000, -2000) -> (5000/√2, 1000/√2) ≈ (3536, 707)
// (-5000, 2000) -> (-7000/√2, -3000/√2) ≈ (-4950, -2121)
// (3000, 2000) -> (1000/√2, 5000/√2) ≈ (707, 3536)
//
// 新X范围: [-4950, 3536]
// 新Y范围: [-4950, 3536]
// 新中心: ((-4950+3536)/2, (-4950+3536)/2, 0) = (-707, -707, 0)
// 偏移: (-707-2000, -707-1000, 0-0) = (-2707, -1707, 0)
Console.WriteLine($"XY-Asymmetric-Rotate45: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
// X方向应该有较大负偏移
Assert.IsTrue(offset.X < -2000, $"45度旋转后X偏移应小于-2000实际是{offset.X:F1}");
Assert.IsTrue(offset.X > -3500, $"45度旋转后X偏移应大于-3500实际是{offset.X:F1}");
// Y方向也应该有负偏移但比X小
Assert.IsTrue(offset.Y < -1000, $"45度旋转后Y偏移应小于-1000实际是{offset.Y:F1}");
Assert.IsTrue(offset.Y > -2500, $"45度旋转后Y偏移应大于-2500实际是{offset.Y:F1}");
Assert.AreEqual(0, offset.Z, 0.1, "Z偏移应为0");
}
/// <summary>
/// 零旋转验证 - 无论什么形状不旋转偏移都应为0
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_NoRotation_ZeroOffset()
{
var bounds = new BoundingBox3D(
new Point3D(-1000, -100, -50),
new Point3D(9000, 100, 50));
var rotation = Rotation3D.Identity;
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
Console.WriteLine($"No-Rotation: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
Assert.AreEqual(0, offset.X, 1e-6, "无旋转时X偏移应为0");
Assert.AreEqual(0, offset.Y, 1e-6, "无旋转时Y偏移应为0");
Assert.AreEqual(0, offset.Z, 1e-6, "无旋转时Z偏移应为0");
}
/// <summary>
/// 180度旋转验证 - 包围盒应该不变(只是翻转)
/// </summary>
[TestMethod]
public void CalculateRotatedBoundingBoxCenterOffset_180DegreeRotation_ZeroOffset()
{
var bounds = new BoundingBox3D(
new Point3D(-1000, -100, -50),
new Point3D(9000, 100, 50));
var rotation = new Rotation3D(new UnitVector3D(0, 0, 1), Math.PI);
var offset = BoundingBoxGeometryUtils.CalculateRotatedBoundingBoxCenterOffset(bounds, rotation);
Console.WriteLine($"180-Rotation: offset=({offset.X:F1}, {offset.Y:F1}, {offset.Z:F1})");
Assert.AreEqual(0, offset.X, 1e-6, "180度旋转后X偏移应为0");
Assert.AreEqual(0, offset.Y, 1e-6, "180度旋转后Y偏移应为0");
Assert.AreEqual(0, offset.Z, 1e-6, "180度旋转后Z偏移应为0");
}
#endregion
}
}

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@ -5562,7 +5562,15 @@ namespace NavisworksTransport.Core.Animation
if (frameData.HasCustomRotation)
{
UpdateObjectPosition(frameData.Position, frameData.Rotation);
// 🔥 Ground路径动画播放使用 _trackedPosition 计算增量,不重新读取包围盒
if (_route?.PathType == PathType.Ground && IsRealObjectMode)
{
ApplyGroundAnimationFrame(frameData.Position, frameData.Rotation);
}
else
{
UpdateObjectPosition(frameData.Position, frameData.Rotation);
}
}
else if (_route?.PathType == PathType.Ground || _route?.PathType == PathType.Hoisting)
{
@ -5575,6 +5583,33 @@ namespace NavisworksTransport.Core.Animation
}
}
/// <summary>
/// 专门用于Ground路径动画帧播放。使用 _trackedPosition 作为当前位置,不重新读取包围盒。
/// </summary>
private void ApplyGroundAnimationFrame(Point3D targetPosition, Rotation3D targetRotation)
{
var controlledObject = CurrentControlledObject;
if (controlledObject == null) return;
// 使用 _trackedPosition 作为当前位置(几何中心),不重新读取包围盒
Point3D currentPosition = _trackedPosition;
Rotation3D currentRotation = _hasTrackedRotation ? _trackedRotation : Rotation3D.Identity;
// 简单增量变换,不使用包围盒
ModelItemTransformHelper.MoveItemIncrementallyToPositionAndRotation(
controlledObject,
currentPosition,
currentRotation,
targetPosition,
targetRotation);
// 更新跟踪状态
_trackedPosition = targetPosition;
_trackedRotation = targetRotation;
_hasTrackedRotation = true;
_currentYaw = ModelItemTransformHelper.GetYawFromRotation(targetRotation);
}
/// <summary>
/// 更新FPS计数器DispatcherTimer模式

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@ -272,5 +272,66 @@ namespace NavisworksTransport.Utils
new Point3D(minX, minY, minZ),
new Point3D(maxX, maxY, maxZ));
}
/// <summary>
/// 计算包围盒旋转后新AABB中心相对于原中心的偏移。
/// 这是解决"旋转后BoundingBox中心漂移"问题的核心数学方法。
///
/// [备注] 此方法仅供参考,当前代码中未使用。保留作为数学工具方法。
/// </summary>
/// <param name="originalBounds">原始包围盒</param>
/// <param name="rotation">旋转(世界坐标系)</param>
/// <returns>新AABB中心相对于原中心的偏移量</returns>
public static Vector3D CalculateRotatedBoundingBoxCenterOffset(BoundingBox3D originalBounds, Rotation3D rotation)
{
// 原包围盒中心
Point3D originalCenter = new Point3D(
(originalBounds.Min.X + originalBounds.Max.X) / 2.0,
(originalBounds.Min.Y + originalBounds.Max.Y) / 2.0,
(originalBounds.Min.Z + originalBounds.Max.Z) / 2.0);
// 旋转矩阵
var linear = new Transform3D(rotation).Linear;
// 原始包围盒的8个角点相对于原中心
var corners = new[]
{
new Point3D(originalBounds.Min.X - originalCenter.X, originalBounds.Min.Y - originalCenter.Y, originalBounds.Min.Z - originalCenter.Z),
new Point3D(originalBounds.Max.X - originalCenter.X, originalBounds.Min.Y - originalCenter.Y, originalBounds.Min.Z - originalCenter.Z),
new Point3D(originalBounds.Min.X - originalCenter.X, originalBounds.Max.Y - originalCenter.Y, originalBounds.Min.Z - originalCenter.Z),
new Point3D(originalBounds.Max.X - originalCenter.X, originalBounds.Max.Y - originalCenter.Y, originalBounds.Min.Z - originalCenter.Z),
new Point3D(originalBounds.Min.X - originalCenter.X, originalBounds.Min.Y - originalCenter.Y, originalBounds.Max.Z - originalCenter.Z),
new Point3D(originalBounds.Max.X - originalCenter.X, originalBounds.Min.Y - originalCenter.Y, originalBounds.Max.Z - originalCenter.Z),
new Point3D(originalBounds.Min.X - originalCenter.X, originalBounds.Max.Y - originalCenter.Y, originalBounds.Max.Z - originalCenter.Z),
new Point3D(originalBounds.Max.X - originalCenter.X, originalBounds.Max.Y - originalCenter.Y, originalBounds.Max.Z - originalCenter.Z)
};
// 计算旋转后的角点并求新AABB
double minX = double.MaxValue, minY = double.MaxValue, minZ = double.MaxValue;
double maxX = double.MinValue, maxY = double.MinValue, maxZ = double.MinValue;
foreach (var corner in corners)
{
// 应用旋转
double rx = linear.Get(0, 0) * corner.X + linear.Get(0, 1) * corner.Y + linear.Get(0, 2) * corner.Z;
double ry = linear.Get(1, 0) * corner.X + linear.Get(1, 1) * corner.Y + linear.Get(1, 2) * corner.Z;
double rz = linear.Get(2, 0) * corner.X + linear.Get(2, 1) * corner.Y + linear.Get(2, 2) * corner.Z;
minX = Math.Min(minX, rx);
minY = Math.Min(minY, ry);
minZ = Math.Min(minZ, rz);
maxX = Math.Max(maxX, rx);
maxY = Math.Max(maxY, ry);
maxZ = Math.Max(maxZ, rz);
}
// 新AABB中心相对于原中心
Vector3D newCenterOffset = new Vector3D(
(minX + maxX) / 2.0,
(minY + maxY) / 2.0,
(minZ + maxZ) / 2.0);
return newCenterOffset;
}
}
}