fix: apply face-to-ground rotation directly via quaternion, skip Euler decomposition
- Use existing OverridePermanentTransform pattern from PathAnimationManager - Compute quaternion from face normal → ground direction - Apply directly as Rotation3D with center-preserving translation - Sync tracked state after application
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@ -2280,73 +2280,61 @@ namespace NavisworksTransport.UI.WPF.ViewModels
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return;
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}
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if (_pathAnimationManager?.AnimatedObject == null)
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{
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UpdateMainStatus("贴地面失败: 未选择动画物体。");
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return;
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}
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var doc = NavisApplication.ActiveDocument;
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var worldUp = doc.CurrentViewpoint.Value.WorldUpVector;
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var hostUp = new System.Numerics.Vector3((float)worldUp.X, (float)worldUp.Y, (float)worldUp.Z);
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hostUp = System.Numerics.Vector3.Normalize(hostUp);
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var hostUp = new Vector3((float)worldUp.X, (float)worldUp.Y, (float)worldUp.Z);
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hostUp = Vector3.Normalize(hostUp);
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var groundDir = -hostUp;
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var faceNormal = new System.Numerics.Vector3((float)result.Normal.X, (float)result.Normal.Y, (float)result.Normal.Z);
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faceNormal = System.Numerics.Vector3.Normalize(faceNormal);
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var faceNormal = new Vector3((float)result.Normal.X, (float)result.Normal.Y, (float)result.Normal.Z);
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faceNormal = Vector3.Normalize(faceNormal);
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float dot = System.Numerics.Vector3.Dot(faceNormal, groundDir);
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System.Numerics.Quaternion rotation;
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float dot = Vector3.Dot(faceNormal, groundDir);
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if (dot > 0.9999f)
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{
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DialogHelper.ShowStatusAndDialog("选中面已朝向地面,无需旋转。", "贴地面", "选中面已朝向地面,无需旋转。", UpdateMainStatus, System.Windows.MessageBoxImage.Information);
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return;
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}
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Quaternion rotation;
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if (dot < -0.9999f)
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{
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var perp = Math.Abs(hostUp.X) < 0.9f
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? System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(hostUp, new System.Numerics.Vector3(1, 0, 0)))
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: System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(hostUp, new System.Numerics.Vector3(0, 0, 1)));
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rotation = System.Numerics.Quaternion.CreateFromAxisAngle(perp, (float)Math.PI);
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? Vector3.Normalize(Vector3.Cross(hostUp, Vector3.UnitX))
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: Vector3.Normalize(Vector3.Cross(hostUp, Vector3.UnitZ));
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rotation = Quaternion.CreateFromAxisAngle(perp, (float)Math.PI);
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}
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else
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{
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var axis = System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(faceNormal, groundDir));
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var axis = Vector3.Normalize(Vector3.Cross(faceNormal, groundDir));
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float angle = (float)Math.Acos(dot);
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rotation = System.Numerics.Quaternion.CreateFromAxisAngle(axis, angle);
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rotation = Quaternion.CreateFromAxisAngle(axis, angle);
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}
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// 分解为 ZYX Euler 角度
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double xDeg, yDeg, zDeg;
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double sinY = -2.0 * (rotation.X * rotation.Z - rotation.W * rotation.Y);
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sinY = Math.Max(-1.0, Math.Min(1.0, sinY));
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yDeg = Math.Asin(sinY) * (180.0 / Math.PI);
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if (Math.Abs(Math.Abs(sinY) - 1.0) < 1e-9)
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{
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zDeg = 0.0;
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xDeg = Math.Atan2(2.0 * (rotation.X * rotation.Y + rotation.W * rotation.Z),
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rotation.W * rotation.W - rotation.Y * rotation.Y - rotation.Z * rotation.Z + rotation.X * rotation.X) * (180.0 / Math.PI);
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}
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else
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{
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xDeg = Math.Atan2(2.0 * (rotation.Y * rotation.Z + rotation.W * rotation.X),
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rotation.W * rotation.W - rotation.X * rotation.X - rotation.Y * rotation.Y + rotation.Z * rotation.Z) * (180.0 / Math.PI);
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zDeg = Math.Atan2(2.0 * (rotation.X * rotation.Y + rotation.W * rotation.Z),
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rotation.W * rotation.W - rotation.X * rotation.X + rotation.Y * rotation.Y - rotation.Z * rotation.Z) * (180.0 / Math.PI);
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}
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// 直接应用四元数旋转
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var modelItem = _pathAnimationManager.AnimatedObject;
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var modelItems = new ModelItemCollection { modelItem };
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doc.Models.ResetPermanentTransform(modelItems);
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var center = modelItem.BoundingBox().Center;
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var tp = new Vector3((float)center.X, (float)center.Y, (float)center.Z);
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var rotatedTp = Vector3.Transform(tp, rotation);
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var correction = new LocalEulerRotationCorrection(
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NormalizeDegrees(xDeg), NormalizeDegrees(yDeg), NormalizeDegrees(zDeg));
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var identity = Autodesk.Navisworks.Api.Transform3D.CreateTranslation(new Vector3D(0, 0, 0));
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var comp = identity.Factor();
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comp.Rotation = new Rotation3D(rotation.X, rotation.Y, rotation.Z, rotation.W);
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comp.Translation = new Vector3D(center.X - rotatedTp.X, center.Y - rotatedTp.Y, center.Z - rotatedTp.Z);
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doc.Models.OverridePermanentTransform(modelItems, comp.Combine(), false);
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var placementRequest = ObjectStartPlacementRequest.CreateRotationCorrection(
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correction, _objectGroundLiftHeightInMeters);
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_pathAnimationManager?.ApplyObjectStartPlacementRequest(placementRequest);
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ObjectRotationCorrection = correction;
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_pathAnimationManager.SyncTrackedStateToCurrentDisplayPose();
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UpdatePassageSpaceVisualization();
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LogManager.Info($"[贴地面] faceNormal=({faceNormal.X:F3},{faceNormal.Y:F3},{faceNormal.Z:F3}), Euler=({correction.XDegrees:F2},{correction.YDegrees:F2},{correction.ZDegrees:F2})");
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UpdateMainStatus($"贴地面完成: {correction}");
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}
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private static double NormalizeDegrees(double degrees)
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{
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double normalized = degrees % 360.0;
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if (normalized < -180.0) normalized += 360.0;
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if (normalized > 180.0) normalized -= 360.0;
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return Math.Abs(normalized) < 1e-9 ? 0.0 : normalized;
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LogManager.Info($"[贴地面] faceNormal=({faceNormal.X:F3},{faceNormal.Y:F3},{faceNormal.Z:F3}) -> ground, rotation=({rotation.X:F4},{rotation.Y:F4},{rotation.Z:F4},{rotation.W:F4})");
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UpdateMainStatus("贴地面完成。");
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}
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private ObjectPassageProjectionOptimizationResult OptimizeObjectPassageProjectionByMeasuredAabb(
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