fix: correct yaw recovery from view_direction vector

view_dir = rotation * Z = (sin(yaw)*cos(pitch), -cos(yaw)*cos(pitch), sin(pitch))
so yaw = atan2(x, -y), not atan2(x, y).
The sign error caused a 180-degree Z rotation on every save/reload cycle.
Applies to apply_active_vport_camera, apply_sheet_viewport_camera, and
camera_for_viewport.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Sonnet 4.6 committed 2026-05-01 07:20:55 +03:00
1 parent 05dd23a8dc
commit 35e487934c
1 file changed
+3 -3
+3 -3
View File
@@ -2400,7 +2400,7 @@ impl Scene {
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-0.999, 0.999).asin();
let yaw = vd.x.atan2(vd.y);
let yaw = vd.x.atan2(-vd.y);
let rotation = camera::yaw_pitch_to_quat(yaw, pitch);
let view_right = rotation * glam::Vec3::X;
let view_up = rotation * glam::Vec3::Y;
@@ -2463,7 +2463,7 @@ impl Scene {
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-0.999, 0.999).asin();
let yaw = vd.x.atan2(vd.y);
let yaw = vd.x.atan2(-vd.y);
let rotation = camera::yaw_pitch_to_quat(yaw, pitch);
let view_right = rotation * glam::Vec3::X;
let view_up = rotation * glam::Vec3::Y;
@@ -2721,7 +2721,7 @@ impl Scene {
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-0.999, 0.999).asin();
let yaw = vd.x.atan2(vd.y);
let yaw = vd.x.atan2(-vd.y);
let rotation = camera::yaw_pitch_to_quat(yaw, pitch);
let view_right = rotation * glam::Vec3::X;