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glTFs are rotated 180 degrees due to lack of coordinate space conversion. #19025

Closed as duplicate of#5670
@Noxmore

Description

@Noxmore

Bevy version

0.16.0

What you did

I'm working on my integration for the Trenchbroom level editor, and I've noticed that Bevy shows glTFs rotated 180 degrees compared to Trenchbroom.

What went wrong

Looking at the screenshot below, "fwd" points to the blue axis: +Z (provided by Gizmos::axes()), rather than -Z, and the same situation with "right".

Image

This is wrong because glTF has a +Z forward coordinate space, so it should be rotated to conform to Bevy's forward.

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    A-glTFRelated to the glTF 3D scene/model formatC-BugAn unexpected or incorrect behaviorD-StraightforwardSimple bug fixes and API improvements, docs, test and examplesM-Needs-Migration-GuideA breaking change to Bevy's public API that needs to be noted in a migration guide

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