fix in URDF loading: apply visual transform locally, not after compensating for inertia transform.
add option in COLLADA loading to specify client up axis (so that if client=Z and COLLADA =Z, upAxisTransform is identity, while if client=Y and COLLADA=Y, upAxisTransform is identity etc)
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@@ -46,7 +46,8 @@ static int ColladaGraphicsInstanceSortfnc(const ColladaGraphicsInstance& a,const
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void ImportColladaSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
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{
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gfxBridge.setUpAxis(1);
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int upAxis=1;
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gfxBridge.setUpAxis(upAxis);
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this->createEmptyDynamicsWorld();
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gfxBridge.createPhysicsDebugDrawer(m_dynamicsWorld);
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m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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@@ -112,7 +113,7 @@ void ImportColladaSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
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{
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fileIndex = 0;
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}
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LoadMeshFromCollada(relativeFileName, visualShapes, visualShapeInstances,upAxisTrans,unitMeterScaling);
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LoadMeshFromCollada(relativeFileName, visualShapes, visualShapeInstances,upAxisTrans,unitMeterScaling, upAxis);
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#endif// COMPARE_WITH_ASSIMP
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