After applying rotateZ to my object, when I try to rotate it with the mouse, it turns in the wrong direction

import * as THREE from 'three';
import { TrackballControls } from 'three/examples/jsm/controls/TrackballControls.js';
import * as dat from 'dat.gui';

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new THREE.Scene();

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(3, 0, 0);
camera.lookAt(0, 0, 0);
camera.updateProjectionMatrix();

const orbit = new TrackballControls(camera, renderer.domElement);
orbit.rotateSpeed = 4;

const sphereGeometry = new THREE.SphereGeometry(1, 10, 10);
const sphereMaterial = new THREE.MeshBasicMaterial({
  wireframe: true,
});
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
scene.add(sphere);

let angle2 = 0;

function yan(a) {
  angle2 = (Math.PI / 180) * a;
}

const gui = new dat.GUI();
const settings = {
  angle: 0,
};

gui.add(settings, 'angle', -180, 180).onChange(function (a) {
  yan(a);
});

function animate() {
  
  orbit.update();

  camera.rotateZ(angle2);

  camera.position.copy(orbit.object.position);
  camera.rotation.copy(orbit.object.rotation);

  camera.updateProjectionMatrix();
  renderer.render(scene, camera);
  requestAnimationFrame(animate);
}

animate();

There’s no mouse-related rotation in the code you’ve shared. When trying to point an object in a specific direction / angle, consider using Object.lookAt instead of setting the rotations directly.

(Also, on a bit unrelated note, but related to the code itself, you may find THREE.MathUtils.degToRad helpful - minimizes the amount of math in code.)

Also, do you want to rotate the object or the camera? The title of your question indicates object, but the code seems to indicate that you are rotating the camera.