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

This commit is contained in:
Joonas Rikkonen
2018-07-23 17:58:02 +03:00
parent a373c589d1
commit 25a62b3a51
3 changed files with 58 additions and 18 deletions
@@ -1332,8 +1332,24 @@ namespace Barotrauma
character.AnimController.Anim = AnimController.Animation.None;
}
Collider.LinearVelocity = Vector2.Zero;
Collider.CorrectPosition(character.MemState, deltaTime, out overrideTargetMovement);
Vector2 newVelocity = overrideTargetMovement;
Vector2 newPosition = Collider.SimPosition;
Collider.CorrectPosition(character.MemState, deltaTime, out newVelocity, out newPosition);
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity)) newVelocity = Vector2.Zero;
Collider.LinearVelocity = newVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
if (distSqrd > 10.0f)
{
SetPosition(newPosition);
}
else if (distSqrd > 0.1f)
{
Collider.SetTransform(newPosition, Collider.Rotation);
overrideTargetMovement = newVelocity;
}
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
@@ -1451,10 +1467,18 @@ namespace Barotrauma
}
}
Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation + rotationError);
foreach (Limb limb in Limbs)
float errorMagnitude = positionError.Length();
if (errorMagnitude > 0.01f)
{
limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation);
Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation + rotationError);
if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
foreach (Limb limb in Limbs)
{
limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation);
}
}
}
}