7d53eb18d4
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>