[gizmo] fix camera LH/RH coord + fix instanced meshes update #8844
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fixes #8784 and this issue : https://forum.babylonjs.com/t/attaching-a-gizmo-to-a-camera-with-userighthandedsystem/13532
For instanced meshes, simple check in the update matrix code.
for LH/RH:
camera worldMatrix is computed as the inverse of the viewMatrix. So, when doing a loop with gizmos (worldmatrix editing-> viewMatrix computation -> worldMatrix as the inverse), a rotation on the Y axis happens each frame giving a nice flipping effect.
Now, when decomposing translation/scaling/rotation, I compute rotation on the Y axis as if the continuity of the worldmatrix is preserved.
Also fixed the camera gizmo display mesh that didn't take RightHand coordinates into account.