I'm using havok content tools to export a rigid body from max (with compound shape), then I scale each instance once at creation time:
Hi everyone ,
I am new to havok and was integrating havok into my opengl workspace. I am facing a problem which I dont think anyone encountered. Well
during initializing hkMemoryRouter using
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault( hkMallocAllocator::m_defaultMallocAllocator, hkMemorySystem::FrameInfo( 500* 1024 ) );
I get access violation error. This is because somehow hkMallocAllocator::m_defaultMallocAllocator is not initialized . Any idea what might cause this problem ?
nearing beta release with my game and would need to iron out some problems I haven't been able to get rid of, starting with this one.
This is reproducible in the Car demo in Havok 2010_1_0_r1 (quite old I know).
To reproduce, modify m_slipAngle values to 0.3f and m_friction values to 5.5f or even 15.5f (bigger value amplifies the effect).
I'm keep geting this assert randomly during the hkpWorld->castRay() call. This happens in a rigidbody containing a hkpStaticCompoundShape. The shape has 2 child shapes: one hkpMoppBvTreeShape (a little house) and a hkpTriSampledHeightFieldBvTreeShape wrapped around a hkpTriSampledHeightFieldCollection (piece of terrain with17x17 hieghts).
The assert only fires when the ray hits the ground. But not always, it never happens when the ray meets horizontal part of the terrain. If i make the heightmap totally flat, no problem. But flat terrain is quite boring. :)
The 2015 is coming, are any updates of free havok pc sdk planned?
Currently in my project i have to include many libraries for my program to compile. Is it possible to remove some of these or disable their features?
I'm not using vehicles but i need to include it.
hkBase.lib hkCompat.lib hkGeometryUtilities.lib hkInternal.lib hkSerialize.lib hkVisualize.lib hkaInternal.lib hkaAnimation.lib hkaPhysics2012Bridge.lib hkcdInternal.lib hkpConstraint.lib hkpConstraintSolver.lib hkpCollide.lib hkpDynamics.lib hkpInternal.lib hkpUtilities.lib hkpVehicle.lib hkcdCollide.lib hkSceneData.lib hkImageUtilities.lib
I've successfully integrated Havok Physics into my OpenGL Game Engine(Programmable Pipeline), but the collision seems off. My Cube's points are defined at +-0.5 in opengl space. The rigid-body i attach to it needs a size value of 0.45 to look accurate in my engine.
I want reset a vehicle and clear all forces on it and all of it's parts but don't want to reorient it ! I know about hkpReorientAction but in this situation i don't want to use hkpReorientAction action because i don't want change the car chassis rotation or position.
How can i do that!?
I have a rigid body that is using shape collection and contain list of shapes,
How can i set mass per shape not once for whole of the rigid body?
I know about center of mass(COM) , but in this situation i'm searching about any way to set mass for each shape of the rigid body.
Thanks for any help.