Fix USD camera tumble: lossless matrix write-back + gimbal-free orbit init

Two issues caused the camera orientation to flip when tumbling a custom
USD camera:

1. Write-back decomposed the camera matrix to XYZ-euler via
   Decompose(X,Y,Z) and re-authored it as a rotateXYZ op. That round-trip
   is lossy — the angles Decompose returns do not reconstruct the same
   matrix as a rotateXYZ op, so the orientation read back from the prim
   differed from the free-camera view shown during the drag. The view
   jumped every time a drag finished and snapped back on the next drag.
   Now author the full camera-to-world transform as a single matrix op,
   which round-trips exactly through UsdGeomCamera::GetCamera().

2. Orbit init relied on PullFromCameraTransform's Euler decomposition for
   theta/phi, which is gimbal-affected. Added
   ViewportCamera::InitOrbitFromEyeAndCenter to derive theta/phi directly
   from the eye->center vector (zero roll), respecting the Z-up matrix.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-16 07:28:28 +08:00
parent ee1b750f8c
commit 7d53eb18d4
3 changed files with 62 additions and 33 deletions
+23
View File
@@ -335,6 +335,29 @@ void ViewportCamera::SetUsdCamera(const pxr::SdfPath& cameraPath)
m_usdCameraPath = cameraPath;
}
void ViewportCamera::InitOrbitFromEyeAndCenter(
const pxr::GfVec3d& eye, const pxr::GfVec3d& center, double dist)
{
m_center = center;
m_dist = std::max(dist, 0.001);
m_selSize = m_dist / 10.0;
// Transform the eye-to-center offset into the Y-up orbital frame.
// For Y-up stages m_YZUpMatrix is identity; for Z-up it's -90° around X.
pxr::GfVec3d offset = m_YZUpMatrix.TransformDir(eye - center);
double len = offset.GetLength();
if (len > 1e-6) {
offset /= len;
// In the Y-up orbital frame PushToCameraTransform places the eye at:
// (-sin(theta)*cos(phi), sin(phi), cos(theta)*cos(phi))
m_rotPhi = std::asin(std::max(-1.0, std::min(1.0, offset[1])))
* (180.0 / M_PI);
m_rotTheta = std::atan2(-offset[0], offset[2]) * (180.0 / M_PI);
}
m_rotPsi = 0.0; // zero roll — avoids gimbal weirdness on switch
m_cameraTransformDirty = true;
}
void ViewportCamera::SwitchToFreeCamera(const pxr::GfCamera* lastGfCamera)
{
if (m_mode == CameraMode::Free) return;