I'm attempting to integrate Havok into a DirectX based engine and it's coming along fine. That is, until I tried to map the transforms from RigidBodies to the world matrices of my game objects (these matrices are also used for rendering).
Myrigid bodiesare exported from 3ds Max, currently without any transformations, and I understand that it uses a right handed coordinate system and my engine is left handed. So I read the excellent article "Rotations, Handedness, and all that." from the documentation and it refers to an example that does pretty much exactly what I'm trying to do, but I can't find that example application anywhere in the Demos folder.
So my question is this: Is there any example code in the SDK showing how to convert transforms between right and left handedness?
I've tried to convert from right handed hkTransform to left handed matrix a few different ways (hkConvertCS, hkRotation.transpose(), hkRotation.changeBasis()), but I can't seem to wrap my head around it.
Any replies would greatly appreciated!