(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
@@ -236,8 +236,9 @@ namespace Barotrauma
{
Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
if (!MathUtils.IsValid(limbDiff)) limbDiff = Rand.Vector(1.0f);
Vector2 impulse = limbDiff * distFactor * force;
Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius;
limb.body.ApplyLinearImpulse(limbDiff * distFactor * force, impulsePoint);
limb.body.ApplyLinearImpulse(impulse, impulsePoint, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
}