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@@ -18643,14 +18643,15 @@ var BABYLON;
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var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
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var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
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var camera;
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var camera;
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var radius = worldSize.length() * 1.5;
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var radius = worldSize.length() * 1.5;
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+ var sign = this.useRightHandedSystem ? -1 : 1;
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if (createArcRotateCamera) {
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if (createArcRotateCamera) {
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- var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", 4.712, 1.571, radius, worldCenter, this);
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+ var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -Math.PI / 2, Math.PI / 2, radius, worldCenter, this);
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arcRotateCamera.lowerRadiusLimit = radius * 0.01;
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arcRotateCamera.lowerRadiusLimit = radius * 0.01;
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arcRotateCamera.wheelPrecision = 100 / radius;
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arcRotateCamera.wheelPrecision = 100 / radius;
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camera = arcRotateCamera;
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camera = arcRotateCamera;
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}
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}
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else {
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else {
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- var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, this.useRightHandedSystem ? -radius : radius), this);
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+ var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, radius * sign), this);
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freeCamera.setTarget(worldCenter);
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freeCamera.setTarget(worldCenter);
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camera = freeCamera;
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camera = freeCamera;
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}
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}
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@@ -35857,7 +35858,7 @@ var BABYLON;
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}
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}
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defines.REFLECTION = true;
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defines.REFLECTION = true;
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defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
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defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
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- defines.REFLECTIONMAP_OPPOSITEZ = reflectionTexture.invertZ;
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+ defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
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defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
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defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
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if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
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if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
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defines.INVERTCUBICMAP = true;
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defines.INVERTCUBICMAP = true;
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@@ -51391,7 +51392,7 @@ var BABYLON;
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GLTFLoader.prototype._addRightHandToLeftHandRootTransform = function () {
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GLTFLoader.prototype._addRightHandToLeftHandRootTransform = function () {
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var rootMesh = new BABYLON.Mesh("root", this._babylonScene);
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var rootMesh = new BABYLON.Mesh("root", this._babylonScene);
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rootMesh.scaling = new BABYLON.Vector3(1, 1, -1);
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rootMesh.scaling = new BABYLON.Vector3(1, 1, -1);
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- rootMesh.rotationQuaternion = new BABYLON.Quaternion(0, 1, 0, 0);
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+ rootMesh.rotation.y = Math.PI;
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var nodes = this._gltf.nodes;
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var nodes = this._gltf.nodes;
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for (var i = 0; i < nodes.length; i++) {
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for (var i = 0; i < nodes.length; i++) {
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var mesh = nodes[i].babylonMesh;
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var mesh = nodes[i].babylonMesh;
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