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DO NOT MERGE: Fix RH camera inputs #16849

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8 changes: 3 additions & 5 deletions packages/dev/core/src/Cameras/Inputs/flyCameraMouseInput.ts
Original file line number Diff line number Diff line change
Expand Up @@ -240,12 +240,10 @@ export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
*/
private _rotateCamera(offsetX: number, offsetY: number): void {
const camera = this.camera;
const handednessMultiplier = camera._calculateHandednessMultiplier();

offsetX *= handednessMultiplier;

const x = offsetX / this.angularSensibility;
const y = offsetY / this.angularSensibility;
const handednessMultiplier = camera._calculateHandednessMultiplier();
const x = (offsetX * handednessMultiplier) / this.angularSensibility;
const y = (offsetY * handednessMultiplier) / this.angularSensibility;

// Initialize to current rotation.
const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
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10 changes: 3 additions & 7 deletions packages/dev/core/src/Cameras/Inputs/freeCameraMouseInput.ts
Original file line number Diff line number Diff line change
Expand Up @@ -144,7 +144,7 @@ export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
} else if (this._previousPosition) {
const handednessMultiplier = this.camera._calculateHandednessMultiplier();
const offsetX = (evt.clientX - this._previousPosition.x) * handednessMultiplier;
const offsetY = evt.clientY - this._previousPosition.y;
const offsetY = (evt.clientY - this._previousPosition.y) * handednessMultiplier;

if (this._allowCameraRotation) {
this.camera.cameraRotation.y += offsetX / this.angularSensibility;
Expand All @@ -171,12 +171,8 @@ export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
}

const handednessMultiplier = this.camera._calculateHandednessMultiplier();
const offsetX = evt.movementX * handednessMultiplier;

this.camera.cameraRotation.y += offsetX / this.angularSensibility;

const offsetY = evt.movementY;
this.camera.cameraRotation.x += offsetY / this.angularSensibility;
this.camera.cameraRotation.y += (evt.movementX * handednessMultiplier) / this.angularSensibility;
this.camera.cameraRotation.x += (evt.movementY * handednessMultiplier) / this.angularSensibility;

this._previousPosition = null;

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4 changes: 2 additions & 2 deletions packages/dev/core/src/Cameras/Inputs/freeCameraTouchInput.ts
Original file line number Diff line number Diff line change
Expand Up @@ -190,12 +190,12 @@ export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {

const camera = this.camera;
const handednessMultiplier = camera._calculateHandednessMultiplier();
camera.cameraRotation.y = (handednessMultiplier * this._offsetX) / this.touchAngularSensibility;
camera.cameraRotation.y = (this._offsetX * handednessMultiplier) / this.touchAngularSensibility;

const rotateCamera = (this.singleFingerRotate && this._pointerPressed.length === 1) || (!this.singleFingerRotate && this._pointerPressed.length > 1);

if (rotateCamera) {
camera.cameraRotation.x = -this._offsetY / this.touchAngularSensibility;
camera.cameraRotation.x = -(this._offsetY * handednessMultiplier) / this.touchAngularSensibility;
} else {
const speed = camera._computeLocalCameraSpeed();
const direction = new Vector3(0, 0, this.touchMoveSensibility !== 0 ? (speed * this._offsetY) / this.touchMoveSensibility : 0);
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