More physics error checks, ragdoll clamps the velocity returned by PhysicsBody.CorrectPosition to prevent applying excessively high velocities to the collider if the position has changed significantly between frames
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@@ -453,7 +453,7 @@ namespace Barotrauma
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float newRotation = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 7);
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bool awake = msg.ReadBoolean();
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Vector2 newVelocity = Vector2.Zero;
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if (awake)
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{
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newVelocity = new Vector2(
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@@ -461,6 +461,19 @@ namespace Barotrauma
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
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}
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if (!MathUtils.IsValid(newPosition) || !MathUtils.IsValid(newRotation) || !MathUtils.IsValid(newVelocity))
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{
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string errorMsg = "Received invalid position data for the item \"" + Name
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+ "\" (position: " + newPosition + ", rotation: " + newRotation + ", velocity: " + newVelocity + ")";
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Item.ClientReadPosition:InvalidData" + ID,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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errorMsg);
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return;
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}
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if (body == null)
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{
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DebugConsole.ThrowError("Received a position update for an item with no physics body (" + Name + ")");
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@@ -470,7 +483,7 @@ namespace Barotrauma
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body.FarseerBody.Awake = awake;
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if (body.FarseerBody.Awake)
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{
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if ((newVelocity - body.LinearVelocity).Length() > 8.0f) body.LinearVelocity = newVelocity;
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if ((newVelocity - body.LinearVelocity).LengthSquared() > 8.0f * 8.0f) body.LinearVelocity = newVelocity;
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}
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else
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{
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@@ -490,11 +503,12 @@ namespace Barotrauma
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if ((newPosition - SimPosition).Length() > body.LinearVelocity.Length() * 2.0f)
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{
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body.SetTransform(newPosition, newRotation);
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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if (body.SetTransform(newPosition, newRotation))
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{
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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}
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}
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}
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@@ -1332,8 +1332,24 @@ namespace Barotrauma
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Collider.LinearVelocity = Vector2.Zero;
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Collider.CorrectPosition(character.MemState, deltaTime, out overrideTargetMovement);
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Vector2 newVelocity = overrideTargetMovement;
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Vector2 newPosition = Collider.SimPosition;
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Collider.CorrectPosition(character.MemState, deltaTime, out newVelocity, out newPosition);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) newVelocity = Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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if (distSqrd > 10.0f)
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{
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SetPosition(newPosition);
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}
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else if (distSqrd > 0.1f)
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{
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Collider.SetTransform(newPosition, Collider.Rotation);
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overrideTargetMovement = newVelocity;
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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@@ -1451,10 +1467,18 @@ namespace Barotrauma
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}
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}
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Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation + rotationError);
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foreach (Limb limb in Limbs)
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float errorMagnitude = positionError.Length();
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if (errorMagnitude > 0.01f)
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{
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limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation);
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Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation + rotationError);
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if (errorMagnitude > 0.5f)
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{
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character.MemLocalState.Clear();
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foreach (Limb limb in Limbs)
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{
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limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation);
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}
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}
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}
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}
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@@ -463,30 +463,32 @@ namespace Barotrauma
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body.ApplyTorque(torque);
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}
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public void SetTransform(Vector2 simPosition, float rotation)
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public bool SetTransform(Vector2 simPosition, float rotation)
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{
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System.Diagnostics.Debug.Assert(MathUtils.IsValid(simPosition));
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System.Diagnostics.Debug.Assert(Math.Abs(simPosition.X) < 1000000.0f);
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System.Diagnostics.Debug.Assert(Math.Abs(simPosition.Y) < 1000000.0f);
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if (!IsValidValue(simPosition, "position", -1e10f, 1e10f)) return;
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if (!IsValidValue(rotation, "rotation")) return;
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if (!IsValidValue(simPosition, "position", -1e10f, 1e10f)) return false;
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if (!IsValidValue(rotation, "rotation")) return false;
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body.SetTransform(simPosition, rotation);
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SetPrevTransform(simPosition, rotation);
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return true;
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}
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public void SetTransformIgnoreContacts(Vector2 simPosition, float rotation)
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public bool SetTransformIgnoreContacts(Vector2 simPosition, float rotation)
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{
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System.Diagnostics.Debug.Assert(MathUtils.IsValid(simPosition));
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System.Diagnostics.Debug.Assert(Math.Abs(simPosition.X) < 1000000.0f);
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System.Diagnostics.Debug.Assert(Math.Abs(simPosition.Y) < 1000000.0f);
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if (!IsValidValue(simPosition, "position", -1e10f, 1e10f)) return;
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if (!IsValidValue(rotation, "rotation")) return;
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if (!IsValidValue(simPosition, "position", -1e10f, 1e10f)) return false;
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if (!IsValidValue(rotation, "rotation")) return false;
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body.SetTransformIgnoreContacts(ref simPosition, rotation);
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SetPrevTransform(simPosition, rotation);
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return true;
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}
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public void SetPrevTransform(Vector2 simPosition, float rotation)
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