The hkpSoftBody module stabilized in this release. Unlike the flaky soft bodies of 2006, version 2.0-r1 used position-based dynamics (PBD) approximations for cloth on characters (e.g., capes, flags) and simple deformable objects like cushions.
Limitation: It was not suitable for complex flesh deformation; that required separate middleware (e.g., Digital Molecular Matter). havok sdk 2010 2.0-r1
Let's be honest—the SDK wasn't perfect. The hkpSoftBody module stabilized in this release
#include <Common/Base/hkBase.h> #include <Physics/2010/Dynamics/World/hkpWorld.h> #include <Animation/2010/Animation/Playback/hkaAnimationControl.h>// Memory & stack hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault( hkMallocAllocator::m_defaultMallocAllocator, hkMemorySystem::FrameInfo(1024 * 1024)); hkBaseSystem::init(memoryRouter, errorReport); that required separate middleware (e.g.
// Physics world hkpWorldCinfo worldInfo; worldInfo.m_gravity.set(0, -9.8f, 0); worldInfo.m_simulationType = hkpWorldCinfo::SIMULATION_TYPE_DISCRETE; hkpWorld* world = new hkpWorld(worldInfo);
// Animation system (optional) hkaDefaultAnimationControl* animControl = new hkaDefaultAnimationControl(animationBinding); animControl->setMasterWeight(1.0f);