Hi
I suspect there is something wrong how coordinate system conversion is implemented in GLTF loader. When I use scene this.scene.useRightHandedSystem = true everything seems to work ok but when I don’t use it things like navigationPlugin and transforming rays to the model local coordinates seem to be break. It looks the z axis values are inverted. For example when I create a debug mesh with navigationPlugin the generated mesh is inverted in z axis and does not align with the rendered model all though navigation plugin is attemping to convert the floor meshes to world coordinate system before using them. The ray also gets flip in z axis and the ray casts stop working entirely so I wonder if the scale -1 in z axis is breaking things there.
Kind regards,
Tommi
case GLTFLoaderCoordinateSystemMode.AUTO: {
if (!this._babylonScene.useRightHandedSystem) {
rootNode.rotation = [0, 1, 0, 0];
rootNode.scale = [1, 1, -1];
GLTFLoader._LoadTransform(rootNode, this._rootBabylonMesh);
}
break;
}