The pre-, post- and geometric rotations were using the rotation order of
the transform, but it's only the rotation that uses the rotation order
of the transform.
The post-rotation used in calculating the WorldTransform was being used
as-is, this seems to have been an error in the FBX 2011 documentation
because since FBX 2012, the documentation has specified that the inverse
of post-rotation is used and there is no mention of this change in the
FBX 2012 changes. Additionally, given files in FBX 2011 format, the
post-rotation works the same as in FBX 2012 and newer.
The pre-, post- and geometric rotations have been changed to always use
XYZ order.
The post-rotation is now inverted when calculating each WorldTransform.
Fixes the import of .fbx that have non-zero post-rotation.
Fixes the import of .fbx that have pre-/post-/geometric rotation and
have non-XYZ rotation order.
Cases where the "Use Pre/Post Rotation" option of the FBX Importer had
to be disabled to get a working import are likely to now work with the
option enabled.
Fixes#45176: Incorrect rotation of imported Cameras and Lights