(8e2e6e4da) Physics error prevention: - Use the ApplyForce/ApplyImpulse method overrides that clamp the resulting velocity to a value (in this case NetConfig.MaxPhysicsBodyVelocity, 64 m/s). Without this, explosions and attacks for example could apply arbitrarily large forces to bodies, causing physics errors in Ragdoll.CheckValidity. - Make sure angular velocity still has a sane value after applying an impulse to a specific point of a collider.

This commit is contained in:
Joonas Rikkonen
2019-04-03 16:21:22 +03:00
parent 5d7dba0f70
commit 0844f1eae4
12 changed files with 87 additions and 39 deletions
@@ -1094,7 +1094,7 @@ namespace Barotrauma
if (flowForce.LengthSquared() > 0.001f)
{
Collider.ApplyForce(flowForce);
Collider.ApplyForce(flowForce, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
if (currentHull == null ||
@@ -1132,7 +1132,7 @@ namespace Barotrauma
if (flowForce.LengthSquared() > 0.001f)
{
limb.body.ApplyForce(flowForce);
limb.body.ApplyForce(flowForce, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
surfaceY = limbHull.Surface;
@@ -2187,7 +2187,7 @@ namespace Barotrauma
if (limbHit == null) return new AttackResult();
limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime);
limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
#if SERVER
if (attacker is Character attackingCharacter && attackingCharacter.AIController == null)
{
@@ -2273,7 +2273,8 @@ namespace Barotrauma
{
Vector2 diff = dir;
if (diff == Vector2.Zero) diff = Rand.Vector(1.0f);
hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff));
hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff),
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
@@ -2362,7 +2363,7 @@ namespace Barotrauma
}
if (diff == Vector2.Zero) { continue; }
limb.body.ApplyLinearImpulse(diff * 50.0f);
limb.body.ApplyLinearImpulse(diff * 50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
ImplodeFX();
@@ -8,6 +8,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Networking;
namespace Barotrauma
{
@@ -625,13 +626,17 @@ namespace Barotrauma
Limb limb = character.AnimController.Limbs[limbIndex];
Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos,
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
}
else
{
Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
body.ApplyLinearImpulse(Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
body.ApplyLinearImpulse(
Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition),
forcePos,
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
}
return wasHit;