From bdb3ed23dbfb50b56eacb925c6be721984539a04 Mon Sep 17 00:00:00 2001 From: tian <11429339@qq.com> Date: Wed, 11 Feb 2026 02:30:52 +0800 Subject: [PATCH] =?UTF-8?q?=E7=BA=A0=E6=AD=A3=E7=89=A9=E4=BD=93=E7=A7=BB?= =?UTF-8?q?=E5=8A=A8=E6=96=B9=E6=B3=95=EF=BC=8C=E7=A1=AE=E4=BF=9D=E5=85=88?= =?UTF-8?q?=E5=9B=9E=E5=88=B0CAD=E5=8E=9F=E5=A7=8B=E4=BD=8D=E7=BD=AE?= =?UTF-8?q?=E5=86=8D=E8=BF=9B=E8=A1=8C=E7=9B=AE=E6=A0=87=E4=BD=8D=E7=BD=AE?= =?UTF-8?q?=E5=92=8C=E6=9C=9D=E5=90=91=E7=9A=84=E5=8F=98=E6=8D=A2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/Utils/ModelItemTransformHelper.cs | 37 +++++++++++++++------------ 1 file changed, 20 insertions(+), 17 deletions(-) diff --git a/src/Utils/ModelItemTransformHelper.cs b/src/Utils/ModelItemTransformHelper.cs index c9ded12..a7c7181 100644 --- a/src/Utils/ModelItemTransformHelper.cs +++ b/src/Utils/ModelItemTransformHelper.cs @@ -103,7 +103,7 @@ namespace NavisworksTransport.Utils } /// - /// 将物体从当前位置移动到指定位置和朝向(增量模式) + /// 将物体移动到指定位置和朝向(先回到CAD原始位置,再移动) /// 适用于碰撞位置还原等场景 /// /// 要移动的物体 @@ -114,32 +114,35 @@ namespace NavisworksTransport.Utils var doc = Application.ActiveDocument; var modelItems = new ModelItemCollection { item }; - // 获取当前状态 - var currentBounds = item.BoundingBox(); - var currentGroundPos = new Point3D( - currentBounds.Center.X, - currentBounds.Center.Y, - currentBounds.Min.Z - ); - var currentYaw = GetYawFromTransform(item.Transform); + // 🔥 关键:先回到CAD原始位置,确保从已知状态开始计算 + doc.Models.ResetPermanentTransform(modelItems); - // 计算位置和旋转增量 + // 获取CAD原始状态 + var originalBounds = item.BoundingBox(); + var originalGroundPos = new Point3D( + originalBounds.Center.X, + originalBounds.Center.Y, + originalBounds.Min.Z + ); + var originalYaw = GetYawFromTransform(item.Transform); + + // 计算从CAD原始位置到目标位置的增量 var deltaPos = new Vector3D( - targetPosition.X - currentGroundPos.X, - targetPosition.Y - currentGroundPos.Y, - targetPosition.Z - currentGroundPos.Z + targetPosition.X - originalGroundPos.X, + targetPosition.Y - originalGroundPos.Y, + targetPosition.Z - originalGroundPos.Z ); - double deltaYaw = targetYaw - currentYaw; + double deltaYaw = targetYaw - originalYaw; - // 应用增量变换(和ClashDetective中的做法一致) + // 应用增量变换 Transform3D transform; if (Math.Abs(deltaYaw) > 0.001) { // 有旋转:需要补偿绕原点旋转带来的位置偏移 double cos = Math.Cos(deltaYaw); double sin = Math.Sin(deltaYaw); - double rotatedX = currentGroundPos.X * cos - currentGroundPos.Y * sin; - double rotatedY = currentGroundPos.X * sin + currentGroundPos.Y * cos; + double rotatedX = originalGroundPos.X * cos - originalGroundPos.Y * sin; + double rotatedY = originalGroundPos.X * sin + originalGroundPos.Y * cos; var compensatedTranslation = new Vector3D( targetPosition.X - rotatedX,