Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors.

This commit is contained in:
Joonas Rikkonen
2018-07-31 12:28:04 +03:00
parent d881a7060b
commit d81ee1a27e
13 changed files with 56 additions and 29 deletions

View File

@@ -280,7 +280,9 @@ namespace Barotrauma
return;
}
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(SimPosition - selectedAiTarget.SimPosition) * 5);
Vector2 escapeDir = Vector2.Normalize(SimPosition - selectedAiTarget.SimPosition);
if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
SteeringManager.SteeringManual(deltaTime, escapeDir * 5);
SteeringManager.SteeringWander(1.0f);
SteeringManager.SteeringAvoid(deltaTime, 2f);
}
@@ -490,8 +492,10 @@ namespace Barotrauma
if (dist < ConvertUnits.ToSimUnits(500.0f))
{
Vector2 attackDir = Vector2.Normalize(Character.SimPosition - attackPosition);
if (!MathUtils.IsValid(attackDir)) attackDir = Vector2.UnitY;
steeringManager.SteeringSeek(attackPosition, -0.8f);
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(Character.SimPosition - attackPosition) * (1.0f - (dist / 500.0f)));
steeringManager.SteeringManual(deltaTime, attackDir * (1.0f - (dist / 500.0f)));
}
steeringManager.SteeringAvoid(deltaTime, 1.0f);

View File

@@ -63,6 +63,7 @@ namespace Barotrauma
character.SetInput(InputType.Aim, false, true);
Vector2 enemyDiff = Vector2.Normalize(enemy.Position - character.Position);
if (!MathUtils.IsValid(enemyDiff)) enemyDiff = Rand.Vector(1.0f);
float weaponAngle = ((weapon.body.Dir == 1.0f) ? weapon.body.Rotation : weapon.body.Rotation - MathHelper.Pi);
Vector2 weaponDir = new Vector2((float)Math.Cos(weaponAngle), (float)Math.Sin(weaponAngle));

View File

@@ -80,9 +80,9 @@ namespace Barotrauma
}
float steeringSpeed = steering.Length();
if (steeringSpeed>speed)
if (steeringSpeed > speed)
{
steering = Vector2.Normalize(steering) * Math.Abs(speed);
steering = Vector2.Normalize(steering) * Math.Abs(speed);
}
host.Steering = steering;
@@ -97,12 +97,12 @@ namespace Barotrauma
targetVel = Vector2.Normalize(targetVel) * speed;
Vector2 newSteering = targetVel - host.Steering;
if (newSteering==Vector2.Zero) return Vector2.Zero;
if (newSteering == Vector2.Zero) return Vector2.Zero;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > Math.Abs(speed))
{
newSteering = Vector2.Normalize(newSteering)*Math.Abs(speed);
newSteering = Vector2.Normalize(newSteering) * Math.Abs(speed);
}
return newSteering;
@@ -151,8 +151,7 @@ namespace Barotrauma
}
else
{
Structure closestStructure = closestBody.UserData as Structure;
if (closestStructure != null)
if (closestBody.UserData is Structure closestStructure)
{
Vector2 obstaclePosition = Submarine.LastPickedPosition;
if (closestStructure.IsHorizontal)
@@ -166,15 +165,17 @@ namespace Barotrauma
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
}
else if (closestBody.UserData is Item)
else if (closestBody.UserData is Item item)
{
Item item = (Item)closestBody.UserData;
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
}
else
{
avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
}
//failed to normalize (the obstacle to avoid is at the same position as the character?)
// -> move to a random direction
if (!MathUtils.IsValid(avoidSteering)) avoidSteering = Rand.Vector(1.0f);
}
}

View File

@@ -766,10 +766,13 @@ namespace Barotrauma
//this is preferable to the cost of using continuous collision detection for the character collider
if (newHull != null)
{
Vector2 hullDiff = WorldPosition - newHull.WorldPosition;
Vector2 moveDir = hullDiff.LengthSquared() < 0.001f ? Vector2.UnitY : Vector2.Normalize(hullDiff);
//find a position 32 units away from the hull
Vector2? intersection = MathUtils.GetLineRectangleIntersection(
newHull.WorldPosition,
newHull.WorldPosition + Vector2.Normalize(WorldPosition - newHull.WorldPosition) * Math.Max(newHull.Rect.Width, newHull.Rect.Height),
newHull.WorldPosition + moveDir * Math.Max(newHull.Rect.Width, newHull.Rect.Height),
new Rectangle(newHull.WorldRect.X - 32, newHull.WorldRect.Y + 32, newHull.WorldRect.Width + 64, newHull.Rect.Height + 64));
if (intersection != null)
@@ -1494,7 +1497,7 @@ namespace Barotrauma
Vector2 force = Vector2.Zero;
foreach (Gap gap in Gap.GapList)
{
if (gap.Open <= 0.0f || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce == Vector2.Zero) continue;
if (gap.Open <= 0.0f || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce.LengthSquared() < 0.01f) continue;
Vector2 gapPos = gap.SimPosition;
float dist = Vector2.Distance(limbPos, gapPos);

View File

@@ -74,6 +74,8 @@ namespace Barotrauma.Items.Components
}
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
//move upwards if the cursor is at the position of the character
if (!MathUtils.IsValid(dir)) dir = Vector2.UnitY;
Vector2 propulsion = dir * force;

View File

@@ -94,8 +94,9 @@ namespace Barotrauma.Items.Components
if (throwPos < -0.0)
{
Vector2 throwVector = picker.CursorWorldPosition - picker.WorldPosition;
throwVector = Vector2.Normalize(throwVector);
Vector2 throwVector = Vector2.Normalize(picker.CursorWorldPosition - picker.WorldPosition);
//throw upwards if cursor is at the position of the character
if (!MathUtils.IsValid(throwVector)) throwVector = Vector2.UnitY;
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);

View File

@@ -116,7 +116,7 @@ namespace Barotrauma.Items.Components
else
{
diff.Y = 0.0f;
if (diff != Vector2.Zero && diff.Length() > 10.0f)
if (diff != Vector2.Zero && diff.LengthSquared() > 10.0f * 10.0f)
{
character.AnimController.TargetMovement = Vector2.Normalize(diff);
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;

View File

@@ -211,8 +211,9 @@ namespace Barotrauma.Items.Components
{
Vector2 diff = item.Submarine.WorldPosition - (Vector2)intersection;
//far enough -> ignore
if (diff.Length() > avoidRadius) continue;
float dist = diff.Length();
//far enough or too close to normalize the diff -> ignore
if (dist > avoidRadius || dist < 0.00001f) continue;
float dot = item.Submarine.Velocity == Vector2.Zero ?
0.0f : Vector2.Dot(item.Submarine.Velocity, -Vector2.Normalize(diff));
@@ -241,16 +242,15 @@ namespace Barotrauma.Items.Components
float otherSize = Math.Max(sub.Borders.Width, sub.Borders.Height);
Vector2 diff = item.Submarine.WorldPosition - sub.WorldPosition;
float dist = diff == Vector2.Zero ? 0.0f : diff.Length();
//far enough -> ignore
if (dist > thisSize + otherSize) continue;
diff = Vector2.Normalize(diff);
Vector2 dir = dist <= 0.0001f ? Vector2.UnitY : diff / dist;
float dot = item.Submarine.Velocity == Vector2.Zero ?
0.0f : Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), -Vector2.Normalize(diff));
0.0f : Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), -dir);
//heading away -> ignore
if (dot < 0.0f) continue;

View File

@@ -180,6 +180,7 @@ namespace Barotrauma
if (limb.WorldPosition != worldPosition && force > 0.0f)
{
Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
if (!MathUtils.IsValid(limbDiff)) limbDiff = Rand.Vector(1.0f);
Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius;
limb.body.ApplyLinearImpulse(limbDiff * distFactor * force, impulsePoint);
}

View File

@@ -919,7 +919,7 @@ namespace Barotrauma
ConvertUnits.ToSimUnits(endPos),
null, Physics.CollisionLevel) != null)
{
position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.Normalize(startPos - endPos)*offsetFromWall;
position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.Normalize(startPos - endPos) * offsetFromWall;
break;
}

View File

@@ -214,7 +214,7 @@ namespace Barotrauma
closestSub = Character.Controlled.Submarine;
}
bool displace = moveAmount.Length() > 100.0f;
bool displace = moveAmount.LengthSquared() > 100.0f * 100.0f;
foreach (Submarine sub in subsToMove)
{
sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
@@ -259,7 +259,7 @@ namespace Barotrauma
Vector2 totalForce = CalculateBuoyancy();
if (Body.LinearVelocity.LengthSquared() > 0.000001f)
if (Body.LinearVelocity.LengthSquared() > 0.0001f)
{
float dragCoefficient = 0.01f;
@@ -285,6 +285,7 @@ namespace Barotrauma
worldBorders.Location += MathUtils.ToPoint(ConvertUnits.ToDisplayUnits(Body.SimPosition));
Vector2 translateDir = Vector2.Normalize(subTranslation);
if (!MathUtils.IsValid(translateDir)) translateDir = Vector2.UnitY;
foreach (Character c in Character.CharacterList)
{
@@ -384,7 +385,9 @@ namespace Barotrauma
if (f2.UserData is VoronoiCell cell)
{
HandleLevelCollision(contact, Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center));
Vector2 collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
if (!MathUtils.IsValid(collisionNormal)) collisionNormal = Rand.Vector(1.0f);
HandleLevelCollision(contact, collisionNormal);
return true;
}
@@ -445,7 +448,9 @@ namespace Barotrauma
{
if (limb.Mass > 100.0f)
{
Vector2 normal = Vector2.Normalize(Body.SimPosition - limb.SimPosition);
Vector2 normal = Vector2.DistanceSquared(Body.SimPosition, limb.SimPosition) < 0.0001f ?
Vector2.UnitY :
Vector2.Normalize(Body.SimPosition - limb.SimPosition);
float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f * Math.Min(limb.Mass / 200.0f, 1);
@@ -634,7 +639,10 @@ namespace Barotrauma
float contactDot = Vector2.Dot(otherSub.PhysicsBody.LinearVelocity, -avgContactNormal);
if (contactDot > 0.0f)
{
otherSub.PhysicsBody.LinearVelocity -= Vector2.Normalize(otherSub.PhysicsBody.LinearVelocity) * contactDot;
if (otherSub.PhysicsBody.LinearVelocity.LengthSquared() > 0.0001f)
{
otherSub.PhysicsBody.LinearVelocity -= Vector2.Normalize(otherSub.PhysicsBody.LinearVelocity) * contactDot;
}
impact = Vector2.Dot(otherSub.Velocity, normal);
otherSub.SubBody.ApplyImpact(impact, normal, contact);

View File

@@ -89,7 +89,9 @@ namespace Barotrauma
foreach (Submarine sub in subs)
{
if (sub.Position == targetPos) continue;
sub.ApplyForce((Vector2.Normalize(targetPos - sub.Position) * targetSpeed - sub.Velocity) * 500.0f);
Vector2 dir = Vector2.Normalize(targetPos - sub.Position);
if (!MathUtils.IsValid(dir)) continue;
sub.ApplyForce((dir * targetSpeed - sub.Velocity) * 500.0f);
}
timer += CoroutineManager.UnscaledDeltaTime;

View File

@@ -362,8 +362,12 @@ namespace Barotrauma.Networking
while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
{
Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed;
respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
Vector2 diff = position - respawnShuttle.WorldPosition;
if (diff.LengthSquared() > 0.01f)
{
Vector2 displayVel = Vector2.Normalize(diff) * speed;
respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
}
yield return CoroutineStatus.Running;
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;