I have recently begun to try and integrate Havok in to my game engine and have run into some trouble and confusion. I have initialized Havok and created a rigid body for simulations but I am not sure how to get the transformation data from the rigid body. I have this
transform = ball->getTransform();
transformMatrix.set( transform );
m_RenderingEngine.m_Scene.m_pObject->m_mtxWorld = transformMatrix;
so far but I cant get the hkMatrix4 to D3DXMATRIX and I am not sure if I even have to. and if im even close to how to integrate it into my engine.
and I am confused about the .hks file.
does this save mesh data so I can render it? I dought that it would so I am thinking that I would just load in each rigid body's mesh via another file format(such as .x) and then get the transform data from the .hks rigid body with
so it loads the rigid bodys with .hks and then I get the mesh data from .x files and match them up.
I have a feeling that I am way off so I could definatly use some help getting set in the right direction.