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
+8
View File
@@ -121,6 +121,14 @@ public:
m_cameraTransformDirty = true;
}
/// Set orbital state from eye position and orbit center without Euler decomposition.
/// Computes theta/phi directly from the eye→center vector in the Y-up orbital frame;
/// zeroes roll. Use this after SwitchToFreeCamera() when initialising from a USD
/// camera prim to avoid gimbal-lock artifacts from the Decompose() path.
void InitOrbitFromEyeAndCenter(const pxr::GfVec3d& eye,
const pxr::GfVec3d& center,
double dist);
/// Returns the current near-clip distance.
double GetNearClip() const {
return static_cast<double>(m_camera.GetClippingRange().GetMin());