Havok

Havok 2012.02 release missing debug database files?

Hi!

I am trying to compile my project against debug_dll binaries (2012.2 release), but all the debug database files (.pdb) seem to be missing, leaving me with a bunch of 4099 warnings. I also tried to compile against dev_dll binaries, but it seems I get LNK2038 errors indicating some sort of build type mismatch at some point (debug/release).

Thanks!

how to rotate rigidbody along a arbitrary point

hi,

if i call  rigidBody->setRotation( quaternion )  the rigid body will rotate around his center point.

but how can i make this same rigidBody rotate around an arbitrary point outside his shape?

my use case is that i need to rotate N diferent objects around their center point.

can someone help?

thanks

- Luis

How to make world space rotations?

 Hi,

I have two objects that i need to rotate around a point exactly between them.

let's say that the objects are 2 boxes with 0.5f half extents, positioned in:  box1:[1,0,0]  box2:[3,0,0]

the point in between them would be: [2,0,0]

so, after applying a rotation of 90 degrees in the middle point, the new coordinates would be:

box1:[2,1,0]   box2:[2,-1,0]

how can i do that?

How to collect nearby RigidBodies/Collidables?

Hello again dear community! 

My question is how can I collect other hkpRigidBodies/hkpCollidables close to a specific one? That would mean within a given radius. Is there a demo that I didn't see that covers this or is there a fast answer concerning my problem? 

I hope that I'm not reposting anything but advice would be very much appreciated! 

Thanks in advance.  

[Solved] hkpCharacterRigidBody and the Visual Debugger

Hey all,

So my character is using hkpCharacterRigidBody but for whatever reason I'm not seeing him in the VDB (but I see other rigid bodies just fine). If I get the character's rigid body position, it appears correct and I seem to be getting collision callbacks properly, but not being able to visualize the character is going to be a pain.

The Demos seem to work fine. I would expect the VDB to render hkpCharacterRigidBody like all other rigid bodies, any thoughts on why the CharacterRB wouldn't show up in the VDB?

Raycast ignores close planes.

Hello there! 

I've got an issue where my hkpWorld->castRay(input,output) function ignores rigidbody planes that are close to the origin of the ray. When I gain some distance from any of these planes it does intersect (which is good)... Just when I'm about 1m away it gets ignored. 

My hkpWorldRayCastInput struct's filterInfo is defaulted to 0 - I am not ignoring any object manually. 

This does not happen on rigidbodies that aren't planes. Aren't you allowed to have rigidbodies that are planes or what have I done wrong? 

Preferred method for dealing with fast moving Rigid Bodies?

Hey all,

I'm having trouble dealing with a rigid body attached to a fairly quick moving animated bone. The best way to illustrate the problem is to think of a baseball player at bat.

Frame 0: Player has the bat in a wind up position.

Frame 1: Player has the bat perpendicular to him (mid swing).

Frame 2: Player has the bat in a follow through motion.

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