Havok collision callback: how to interpret provided collision info

The impulse applied to solve the contact constraint should give you an idea of how hard/fast two bodies collide. This is what you’d normally use to determine things such as impact sounds.

There seems to be a bug with fetching the applied impulse from the plugin. It seems to be zero no matter the severity of the collision.
Changing the following line:

eventOut.impulseApplied = floatBuf[offB + 13 + 2];

To:

eventOut.impulseApplied = floatBuf[offB + 13 + 3];

Appears to give, in my opinion, pretty accurate results:

EDIT: @Cedric

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