(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
@@ -1,4 +1,5 @@
using FarseerPhysics;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
@@ -168,7 +169,8 @@ namespace Barotrauma.Items.Components
//recoil
item.body.ApplyLinearImpulse(
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f);
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
item.RemoveContained(projectile.Item);
@@ -106,10 +106,10 @@ namespace Barotrauma.Items.Components
#endif
Character thrower = picker;
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
Limb rightHand = ac.GetLimb(LimbType.RightHand);
item.body.AngularVelocity = rightHand.body.AngularVelocity;
@@ -1,4 +1,5 @@
using FarseerPhysics;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
@@ -176,7 +177,7 @@ namespace Barotrauma.Items.Components
item.Drop(null);
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse);
item.body.ApplyLinearImpulse(impulse, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
item.body.FarseerBody.OnCollision += OnProjectileCollision;
item.body.FarseerBody.IsBullet = true;
@@ -26,6 +26,10 @@ namespace Barotrauma.Items.Components
private float blinkTimer;
private bool itemLoaded;
private float blinkTimer;
public PhysicsBody ParentBody;
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]