(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
@@ -543,19 +543,19 @@ namespace Barotrauma
if (ForceVelocityLimit < 1000.0f)
body.ApplyForce(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
else
body.ApplyForce(Force * currentForceFluctuation * distFactor);
body.ApplyForce(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
break;
case TriggerForceMode.Acceleration:
if (ForceVelocityLimit < 1000.0f)
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, ForceVelocityLimit);
else
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor);
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
break;
case TriggerForceMode.Impulse:
if (ForceVelocityLimit < 1000.0f)
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: ForceVelocityLimit);
else
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor);
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
break;
case TriggerForceMode.LimitVelocity:
float maxVel = ForceVelocityLimit * currentForceFluctuation * distFactor;
@@ -563,7 +563,8 @@ namespace Barotrauma
{
body.ApplyForce(
Vector2.Normalize(-body.LinearVelocity) *
Force.Length() * body.Mass * currentForceFluctuation * distFactor);
Force.Length() * body.Mass * currentForceFluctuation * distFactor,
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
break;
}