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