Body step 2.3: view rides the body, mantling and climbing work
- view follows the body (deadzone, smoothed, hard 8 cm limit); no drift over six held poses; hanging keeps the view on the character's head - hold-back measured at the hips, capped leg push while held, stiffer balance - sticky legs tuck with free-space check (fixes the mantle shove loop) - strength asymmetric by direction; structural guide strength push-only - limb/torso friction set before AddChild (Box3D reads it only at creation) - new phases: pose hold, hang, human-motion mantle, hand-over-hand wall climb Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -26,8 +26,11 @@ public partial class PlayerRagdoll : Node3D
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// Muscles: PD gain (1/s), max commanded spin (rad/s), torque cap (N·m).
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public const float SpineKp = 15f, SpineTorque = 400f;
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public const float NeckKp = 20f, NeckTorque = 60f;
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public const float ShoulderKp = 20f, ShoulderTorque = 45f; // ~human shoulder flexion strength
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public const float ElbowKp = 20f, ElbowTorque = 45f;
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// Asymmetric by direction (Nimso; human strength tables): pulling the arm DOWN (lats/back —
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// pull-ups, hanging, climbing) is roughly twice as strong as raising it (front delts — a weight
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// held out front), and elbow flexion (biceps) beats extension.
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public const float ShoulderKp = 20f, ShoulderTorque = 35f, ShoulderPullTorque = 100f;
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public const float ElbowKp = 20f, ElbowTorque = 45f, ElbowFlexTorque = 70f;
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public const float MuscleMaxSpin = 15f;
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// Feed-forwards are derivatives of tracking: low-pass them or tracking jitter (±1–2 mm per
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// sample) becomes hundreds of newtons of buzz (RagdollSpike REAL input mode).
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@@ -55,25 +58,31 @@ public partial class PlayerRagdoll : Node3D
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public const float MaxStepHeight = 0.35f;
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public const float MaxSlopeDegrees = 35f; // steeper ground gives no support (Nimso: "slopes beyond an angle can't be run up") // higher ground under the hips isn't stood on unless the body got up there
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public const float BracedAirControl = 150f; // N of horizontal hip carry while airborne but braced on the hands (mantling)
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public const float CrawlCarry = 300f; // N: the torso lies on the floor in a crawl; knees/hands would push (not simulated)
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public const float CrawlCarry = 300f;
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public const float BlockedPush = 150f; // N horizontal leg push while the hips are held back // N: the torso lies on the floor in a crawl; knees/hands would push (not simulated)
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public const float TorsoFriction = 0.3f; // clothing on floor: lets a crawl slide
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public const float LimbFriction = 0.25f;
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// Lower-body collider: a box from the hips down to MaxStepHeight above the feet, so knee-high
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// obstacles block walking (no walking over tables) while lower steps pass under it. It slides
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// up into the torso when crouching and switches off when crawling (Nimso: legs don't snag).
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public const float LegsMass = 6f;
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public const float LegsKp = 30f, LegsForce = 3000f, LegsTorque = 400f;
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public const float LegsOffAbove = 0.25f; // collider disabled once slid this far above the hips
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public const float MantleLift = 0.08f; // braced + hips this far above the support goal = being lifted (legs tuck)
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public const float MantleLift = 0.03f; // braced + hips this far above the support goal = being lifted (legs tuck)
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public const float UntuckDelay = 0.3f; // s the tuck must be unneeded before the collider returns
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// Balance: an implicit torque-capped motor from a world anchor to the pelvis (explicit torques
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// let the arms' reaction torques set the whole trunk swinging).
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public const float BalanceKp = 10f;
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public const float BalanceTorque = 400f;
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public const float BalanceTorque = 800f;
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public const float AirBalanceShare = 0.3f;
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// Play-space reconciliation.
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public const float CameraRadius = 0.03f; // sphere swept from the head's eye to the camera
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public const float FreeSlack = 0.2f; // camera leading the body's eye by more than this = body held back: stick stops pushing that way
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public const float AirSlack = 0.05f; // climbing/hanging (braced): the view rides the body tightly
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public const float FallSlack = 0.25f; // free airborne: brief ground loss (sliding off a steep slope) mustn't sink the view
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public const float FreeSlack = 0.12f; // camera leading the body's eye by more than this = body held back: stick stops pushing that way
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public const float ViewDeadzone = 0.06f; // m the head may lead the body before the view is eased back onto it
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public const float ViewFollowTau = 0.12f; // s
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public const float ClimbViewDeadzone = 0.02f; // hanging/mantling: the view rides the body tightly
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public const float ClimbViewFollowTau = 0.03f;
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public const float MaxViewLead = 0.08f;
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public const float GroundFollowRate = 8f;
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public const float ResetDistance = 1.5f; // pelvis this far from its target → snap the whole body to the pose
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// Geometry.
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@@ -123,6 +132,7 @@ public partial class PlayerRagdoll : Node3D
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public float PrevFlexTarget = -1f;
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public float FlexFf;
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public float GuideCap = HandGuideForce;
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public float ShoulderCap = ShoulderTorque, ElbowCap = ElbowTorque;
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public PhysicsBody3D Held;
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}
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@@ -133,6 +143,8 @@ public partial class PlayerRagdoll : Node3D
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public bool Grounded { get; private set; }
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public float GroundY => _footY;
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public bool Braced { get; private set; } // a hand touches or holds static world
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public bool LegsSolid => _legsSolid;
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public bool Lifted => _lifted;
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// Horizontal direction in which the body is held back from the camera (zero if not): the stick
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// must not keep moving the play space that way.
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public Vector3 HeldBack { get; private set; }
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@@ -154,6 +166,15 @@ public partial class PlayerRagdoll : Node3D
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private readonly Vector3[] _girdle = new Vector3[2]; // True Body shoulder offset, chest frame
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private float _footY;
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private float _supportGoalY;
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private float _tuckFree, _dt;
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private PhysicsShapeQueryParameters3D _legsQuery;
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private bool LegsSpaceFree(Vector3 center, Basis basis)
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{
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_legsQuery ??= new PhysicsShapeQueryParameters3D { Shape = Legs.GetChild<CollisionShape3D>(0).Shape, CollisionMask = WorldMask };
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_legsQuery.Transform = new Transform3D(basis, center);
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return GetWorld3D().DirectSpaceState.IntersectShape(_legsQuery, 1).Count == 0;
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}
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private Vector3 _goalVelocity;
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private static float LowPass(float dt, float tau) => 1f - Mathf.Exp(-dt / tau);
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@@ -206,7 +227,7 @@ public partial class PlayerRagdoll : Node3D
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Color skin = new(0.85f, 0.72f, 0.6f), shirt = new(0.3f, 0.45f, 0.7f), pants = new(0.25f, 0.27f, 0.32f);
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Pelvis = MakeBody("Pelvis", new BoxShape3D { Size = pelvisSize }, (0.142f + 0.139f + 0.322f) * m - LegsMass, BodyLayer, WorldMask, pants,
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c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal));
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c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal), friction: TorsoFriction);
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float standingHip = pose.PelvisTarget.Y - (pose.Eye.Y - p.EyeHeight);
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_legsHeight = Mathf.Max(0.2f, standingHip - MaxStepHeight);
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Legs = MakeBody("Legs", new BoxShape3D { Size = new Vector3(0.28f * s, _legsHeight, 0.2f * s) }, LegsMass, BodyLayer, WorldMask, pants,
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@@ -217,13 +238,11 @@ public partial class PlayerRagdoll : Node3D
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Legs.Inertia = new Vector3(_legsHeight * _legsHeight + 0.04f, 0.28f * 0.28f + 0.04f, _legsHeight * _legsHeight + 0.08f) * (LegsMass / 12f);
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_footY = pose.Eye.Y - p.EyeHeight;
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Chest = MakeBody("Chest", new BoxShape3D { Size = chestSize }, 0.216f * m, BodyLayer, WorldMask, shirt,
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c * new Transform3D(Basis.Identity, lumbar + _chestCenterLocal));
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c * new Transform3D(Basis.Identity, lumbar + _chestCenterLocal), friction: TorsoFriction);
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Head = MakeBody("Head", new BoxShape3D { Size = HeadSize * s }, 0.081f * m, BodyLayer, WorldMask, skin,
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c * new Transform3D(Basis.Identity, neckPivot + headCenterFromPivot));
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c * new Transform3D(Basis.Identity, neckPivot + headCenterFromPivot), friction: TorsoFriction);
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// The neck: a box hanging under the head, same body.
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Vector3 neckCenter = (neckBase + neckPivot) * 0.5f - (neckPivot + headCenterFromPivot);
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foreach (RigidBody3D torso in new[] { Pelvis, Chest, Head, Legs })
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torso.PhysicsMaterialOverride = new PhysicsMaterial { Friction = TorsoFriction };
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Head.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter });
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MeshInstance3D neckMesh = new() { Mesh = new BoxMesh { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter };
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neckMesh.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = skin, Roughness = 0.6f });
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@@ -263,11 +282,11 @@ public partial class PlayerRagdoll : Node3D
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string n = side == 0 ? "Left" : "Right";
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a.Upper = MakeBody(n + "UpperArm", new BoxShape3D { Size = new Vector3(0.085f * s, a.UpperLen, 0.085f * s) }, 0.028f * m, ArmLayer, WorldMask, shirt,
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c * new Transform3D(bone, shoulder + dir * (a.UpperLen * 0.5f)));
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c * new Transform3D(bone, shoulder + dir * (a.UpperLen * 0.5f)), friction: LimbFriction);
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a.Fore = MakeBody(n + "Forearm", new BoxShape3D { Size = new Vector3(0.07f * s, a.ForeLen - 0.01f, 0.07f * s) }, 0.016f * m, ArmLayer, WorldMask, skin,
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c * new Transform3D(bone, elbow + dir * (a.ForeLen * 0.5f)));
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c * new Transform3D(bone, elbow + dir * (a.ForeLen * 0.5f)), friction: LimbFriction);
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a.Hand = MakeBody(n + "Hand", new BoxShape3D { Size = HandSize }, 0.006f * m, HandLayer, WorldMask | HandLayer,
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side == 0 ? new Color(0.9f, 0.3f, 0.35f) : new Color(0.3f, 0.5f, 0.9f), c * new Transform3D(handBasis, handOrigin));
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side == 0 ? new Color(0.9f, 0.3f, 0.35f) : new Color(0.3f, 0.5f, 0.9f), c * new Transform3D(handBasis, handOrigin), friction: LimbFriction);
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a.Hand.ContinuousCd = true;
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a.Hand.ContactMonitor = true;
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a.Hand.MaxContactsReported = 8;
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@@ -315,9 +334,12 @@ public partial class PlayerRagdoll : Node3D
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return new Basis(x, boneDir, x.Cross(boneDir));
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}
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private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at, bool visible = true)
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// NOTE (Box3D wrapper): friction is read only when the body's shapes are created — the material
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// must be set before AddChild (setting it later silently does nothing).
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private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at, bool visible = true, float friction = 1f)
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{
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RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at, ContactMonitor = true, MaxContactsReported = 4 };
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RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at, ContactMonitor = true, MaxContactsReported = 4,
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PhysicsMaterialOverride = new PhysicsMaterial { Friction = friction } };
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body.AddChild(new CollisionShape3D { Shape = shape });
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if (shape is BoxShape3D box && layer != 0 && visible)
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{
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@@ -477,6 +499,7 @@ public partial class PlayerRagdoll : Node3D
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{
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if (!Built)
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return;
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_dt = dt;
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ComputeTargets(s, left, right, physicalArms: true, dt);
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foreach (RigidBody3D b in _bodies)
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{
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@@ -565,6 +588,12 @@ public partial class PlayerRagdoll : Node3D
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a.PrevFlexTarget = target;
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float w = Mathf.Clamp(a.FlexFf + (target - ElbowFlex(side)) * ElbowKp, -MuscleMaxSpin, MuscleMaxSpin);
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a.Elbow.SetParam(HingeJoint3D.Param.MotorTargetVelocity, HingeSign * w);
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float cap = (w > 0f ? ElbowFlexTorque : ElbowTorque) * Mathf.Max(0.05f, Strength);
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if (Mathf.Abs(cap - a.ElbowCap) > 0.5f)
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{
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a.ElbowCap = cap;
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a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, cap);
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}
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}
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private void ApplyStrength()
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@@ -576,6 +605,8 @@ public partial class PlayerRagdoll : Node3D
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foreach (Arm a in _arms)
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{
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SetAngularCap(a.Shoulder.Joint, ShoulderTorque * k);
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a.ShoulderCap = ShoulderTorque * k;
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a.ElbowCap = ElbowTorque * k;
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SetAngularCap(a.Guide.Joint, HandGuideTorque * k);
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a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, ElbowTorque * k);
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}
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@@ -614,9 +645,18 @@ public partial class PlayerRagdoll : Node3D
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Vector3 hip = pelvis * (-_pelvisCenterLocal);
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float minCenter = _footY + MaxStepHeight + _legsHeight * 0.5f;
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float center = Mathf.Max(hip.Y - _legsHeight * 0.5f, minCenter);
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// Tucked: deep crouch/crawl, or being lifted by the arms (mantling — the knee comes up).
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_lifted = Braced && Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift;
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bool solid = center + _legsHeight * 0.5f < hip.Y + LegsOffAbove && !_lifted;
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// Tuck (collider off, folded into the pelvis): deep crouch/crawl, or the hands bracing to
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// lift the body (mantle, climbing — the knees come up). It STAYS tucked until it has been
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// unneeded for a while AND its untucked spot is free: re-enabling inside a ledge face is
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// what shoved the body off again and again (owner 2.2 "legs trying to get off the
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// ground and instantly coming back").
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bool climbingHold = _arms[0].Held is StaticBody3D || _arms[1].Held is StaticBody3D;
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_lifted = Braced && (Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift || climbingHold);
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bool deep = center + _legsHeight * 0.5f >= hip.Y + LegsOffAbove;
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bool wantTuck = deep || _lifted || (!_legsSolid && Braced);
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_tuckFree = wantTuck ? 0f : _tuckFree + _dt;
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Vector3 untucked = new(hip.X, center, hip.Z);
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bool solid = _legsSolid ? !wantTuck : _tuckFree > UntuckDelay && LegsSpaceFree(untucked, s.YawBasis);
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if (solid != _legsSolid)
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{
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_legsSolid = solid;
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@@ -654,7 +694,17 @@ public partial class PlayerRagdoll : Node3D
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d.Ff = d.Ff.Lerp(raw, LowPass(dt, MuscleFeedForwardTau));
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d.PrevTarget = target;
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d.HasPrev = true;
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SetAngularVelocity(d.Joint, (d.Ff + BodyMath.RotationError(target, current) * ShoulderKp).LimitLength(MuscleMaxSpin));
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Vector3 spin = (d.Ff + BodyMath.RotationError(target, current) * ShoulderKp).LimitLength(MuscleMaxSpin);
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SetAngularVelocity(d.Joint, spin);
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// Which way is the muscle moving the arm? Rotating the bone direction downward = pulling.
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Vector3 bone = (a.Upper.GlobalTransform.Basis.Y).Normalized();
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Vector3 boneMotion = (frameA * spin).Cross(bone);
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float cap = (boneMotion.Y < 0f ? ShoulderPullTorque : ShoulderTorque) * Mathf.Max(0.05f, Strength);
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if (Mathf.Abs(cap - a.ShoulderCap) > 0.5f)
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{
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a.ShoulderCap = cap;
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SetAngularCap(d.Joint, cap);
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}
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}
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// Force-capped pull of the hand onto the controller, reacting into the chest (arm muscles).
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@@ -670,7 +720,10 @@ public partial class PlayerRagdoll : Node3D
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Vector3 axis = a.Hand.GlobalPosition - shoulder;
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// Axial share of the error, with a 3 cm floor so a nearly-reached target's noisy error
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// direction can't flip a held load into "structural".
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float align = axis.LengthSquared() > 1e-8f ? Mathf.Abs(err.Dot(axis.Normalized())) / (err.Length() + StructuralDeadband) : 0f;
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// PUSH only (the hand wants to go further from the shoulder — straight arms pressing on a
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// ledge): bone in compression. Pulling (shortening the arm: pull-ups, climbing) is muscle
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// work — the asymmetric shoulder/elbow muscles do it, and one arm can't lift the body.
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float align = axis.LengthSquared() > 1e-8f ? Mathf.Max(0f, err.Dot(axis.Normalized())) / (err.Length() + StructuralDeadband) : 0f;
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// Structure only helps against something: a hand in free air reaching past its arm's
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// length must not haul the whole body after it.
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if (a.Held == null && a.Hand.GetContactCount() == 0)
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@@ -720,7 +773,7 @@ public partial class PlayerRagdoll : Node3D
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// pelvis centre hanging over the lip).
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bool clear = point.Y <= _footY + MaxStepHeight || GroundBehindAt(pos, point.Y);
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bool reachable = point.Y <= _footY + MaxStepHeight
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|| ((!wasGrounded || !_legsSolid || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear);
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|| ((!wasGrounded || _lifted || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear);
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Grounded = true;
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if (reachable)
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_footY = point.Y;
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@@ -737,6 +790,11 @@ public partial class PlayerRagdoll : Node3D
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if (rawVelocity.Length() > 10f)
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rawVelocity = Vector3.Zero;
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_goalVelocity = _goalVelocity.Lerp(rawVelocity, LowPass(dt, GroundFeedForwardTau));
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// Held back = the hips can't get to where the pose wants them (knee-high box, table edge,
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// wall). Measured at the hips, not the head: the body tips over an obstacle, so the head
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// may be right where the camera is while the hips are stuck.
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Vector3 hipLag = new(target.Origin.X - pos.X, 0f, target.Origin.Z - pos.Z);
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HeldBack = Grounded && hipLag.Length() > FreeSlack ? hipLag.Normalized() : Vector3.Zero;
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Vector3 targetVelocity = _goalVelocity;
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float weight = BodyMass * 9.8f;
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@@ -750,6 +808,10 @@ public partial class PlayerRagdoll : Node3D
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Vector3 force = accel * BodyMass;
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float support = Mathf.Clamp(force.Y + weight, 0f, LegStrength * weight);
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float carry = Mathf.Max(GroundFriction * support, _legsSolid ? 0f : CrawlCarry);
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// Hips held back by an obstacle: lean on it, don't bulldoze — full leg force tipped the
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// body over knee-high boxes and steep slopes (and the riding view tipped with it).
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if (HeldBack != Vector3.Zero)
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carry = Mathf.Min(carry, BlockedPush);
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Vector3 horizontal = new Vector3(force.X, 0f, force.Z).LimitLength(carry);
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Pelvis.ApplyCentralForce(horizontal + Vector3.Up * support);
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}
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@@ -782,12 +844,13 @@ public partial class PlayerRagdoll : Node3D
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// ---------------------------------------------------------------- play space
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// How the driver should move its play-space origin after the last physics step (Bonelab-style
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// push-back): a sphere swept from the head body's eye to the camera — if geometry is in the way
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// the camera is somewhere the head can't follow (a wall, a bar, a table it walked into), so the
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// view is put back at the last free point. With nothing in between, the head may lag or be
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// held up to FreeSlack (leaning over a table with the hips blocked) before the view follows.
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// Plus: the floor follows the ground under the body; airborne, the view rides the body (falls).
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// How the driver should move its play-space origin after the last physics step. The view RIDES
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// THE BODY: beyond a small deadzone (normal head motion leads the body a little) the play space
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// eases so the camera sits on the character's eye — hanging, mantling, being shoved, standing up
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// under a table. On top, a sphere swept eye→camera puts the view straight back when geometry
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// is in the way (no peeking through walls). The floor follows the ground under the body.
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// Requirement for this not to drift: the body must be able to match the pose (RagdollSpike
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// "holds poses without drift"); 2.2's "never follow while standing" left the view behind the body.
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public Vector3 OriginCorrection(Vector3 camera, float floorY, float dt)
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{
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if (!Built)
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@@ -803,32 +866,24 @@ public partial class PlayerRagdoll : Node3D
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float[] fractions = GetWorld3D().DirectSpaceState.CastMotion(_cameraQuery);
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float safe = fractions.Length > 0 ? fractions[0] : 1f;
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if (safe < 1f)
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{
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correction = -lead * (1f - safe);
|
||||
// Only a climbing body drags the view vertically through geometry; otherwise a
|
||||
// camera-to-eye line grazing a slope would sink the view (and with it the pose).
|
||||
if (!Climbing)
|
||||
correction.Y = 0f;
|
||||
}
|
||||
else if (!Grounded)
|
||||
{
|
||||
// Free path: the view never chases the body while standing — any pose mismatch
|
||||
// (a crouch the body can't match exactly) would otherwise walk the play space away
|
||||
// forever (body → view → pose target → body; owner 2.1 "sliding around").
|
||||
// Airborne it rides the body: vertically in a fall, fully while climbing.
|
||||
Vector3 follow = Climbing ? lead : new Vector3(0f, lead.Y, 0f);
|
||||
float slack = Climbing ? AirSlack : FallSlack;
|
||||
if (follow.Length() > slack)
|
||||
correction = -follow * (1f - slack / follow.Length());
|
||||
}
|
||||
Vector3 rest = lead + correction;
|
||||
if (Grounded && !Climbing)
|
||||
rest.Y = 0f; // standing: height belongs to the ground follow (and the blocked sweep)
|
||||
float deadzone = Climbing ? ClimbViewDeadzone : ViewDeadzone;
|
||||
float tau = Climbing ? ClimbViewFollowTau : ViewFollowTau;
|
||||
if (rest.Length() > deadzone)
|
||||
correction -= rest * (1f - deadzone / rest.Length()) * (1f - Mathf.Exp(-dt / tau));
|
||||
// Hard limit: the view is never more than MaxViewLead off the character's head (a
|
||||
// smoothed follow always trails a sudden drop — letting go with one hand, a fall).
|
||||
rest = lead + correction;
|
||||
if (Grounded && !Climbing)
|
||||
rest.Y = 0f;
|
||||
if (rest.Length() > MaxViewLead)
|
||||
correction -= rest * (1f - MaxViewLead / rest.Length());
|
||||
}
|
||||
Vector3 flatLead = new(lead.X, 0f, lead.Z);
|
||||
HeldBack = flatLead.Length() > FreeSlack ? flatLead.Normalized() : Vector3.Zero;
|
||||
if (Grounded)
|
||||
{
|
||||
correction.Y = 0f;
|
||||
correction.Y += (GroundY - floorY) * (1f - Mathf.Exp(-dt * GroundFollowRate));
|
||||
}
|
||||
// The pose target moves with the play space: a correction is not intended motion, so it
|
||||
// must not show up in ground control's feed-forward (that loop ran away at 7 m/s).
|
||||
_pelvisTargetPrev += correction;
|
||||
|
||||
Reference in new issue
Block a user