refactor model api
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
diff --git a/player_walk.c b/player_walk.c
deleted file mode 100644 (file)
index 7d09f15..0000000
+++ /dev/null
@@ -1,1073 +0,0 @@
-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
-
-#include "player.h"
-#include "input.h"
-#include "audio.h"
-
-static void player_walk_drop_in_vector( v3f vec ){
-   v3f axis, init_dir;
-   v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
-   v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
-   v3_normalize( init_dir );
-   v3_muls( init_dir, 7.0f, vec );
-}
-
-static float player_xyspeed2(void){
-   v3f xy;
-   v3_muladds( localplayer.rb.v, localplayer.basis[1], 
-               -v3_dot( localplayer.basis[1], localplayer.rb.v ), xy );
-
-   return v3_length2(xy);
-}
-
-static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
-   localplayer.subsystem = k_player_subsystem_skate;
-
-   v3f v;
-
-   if( player_xyspeed2() < 0.1f * 0.1f )
-      q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
-   else
-      v3_copy( localplayer.rb.v, v );
-
-   player_skate.state.activity_prev = k_skate_activity_ground;
-   player_skate.state.activity = init;
-
-   v3f dir;
-   v3_copy( v, dir );
-   v3_normalize( dir );
-   m3x3_mulv( localplayer.invbasis, dir, dir );
-
-   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
-                 atan2f(-dir[0],-dir[2]) );
-   q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
-   q_normalize( localplayer.rb.q );
-
-   q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
-   v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
-
-   v3_copy( v, player_skate.state.cog_v );
-   v3_copy( v, localplayer.rb.v );
-
-   player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
-   player__skate_reset_animator();
-   player__skate_clear_mechanics();
-   rb_update_transform( &localplayer.rb );
-   v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
-
-   if( init == k_skate_activity_air )
-      player__approximate_best_trajectory();
-}
-
-static void player_walk_drop_in_to_skate(void){
-   localplayer.immobile = 0;
-   localplayer.subsystem = k_player_subsystem_skate;
-
-   player_skate.state.activity_prev = k_skate_activity_ground;
-   player_skate.state.activity = k_skate_activity_ground;
-
-   player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
-   player__skate_clear_mechanics();
-   player__skate_reset_animator();
-
-   v3f init_velocity;
-   player_walk_drop_in_vector( init_velocity );
-
-   rb_update_transform( &localplayer.rb );
-   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, 
-               player_skate.state.cog );
-   v3_copy( init_velocity, player_skate.state.cog_v );
-   v3_copy( init_velocity, localplayer.rb.v );
-   v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
-   v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
-}
-
-static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
-   v3f axis;
-   v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
-   v3_normalize( axis );
-
-   float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
-   q_axis_angle( q, axis, a );
-
-   float l = t * 0.5f,
-         heading_angle = player_walk.state.drop_in_angle;
-
-   v3f overhang;
-   overhang[0] = sinf( heading_angle ) * l;
-   overhang[1] = 0.28f * l;
-   overhang[2] = cosf( heading_angle ) * l;
-
-   q_mulv( q, overhang, overhang );
-   v3_add( player_walk.state.drop_in_target, overhang, co );
-}
-
-static int player_walk_scan_for_drop_in(void){
-   world_instance *world = world_current_instance();
-
-   v3f dir, center;
-   q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
-   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
-
-   ray_hit samples[20];
-   int sample_count = 0;
-
-   for( int i=0; i<20; i ++ ){
-      float t = (float)i * (1.0f/19.0f),
-            s = sinf( t * VG_PIf * 0.25f ),
-            c = cosf( t * VG_PIf * 0.25f );
-
-      v3f ray_dir, pos;
-      v3_muls   ( localplayer.rb.to_world[1], -c, ray_dir );
-      v3_muladds( ray_dir, dir, -s, ray_dir );
-      v3_muladds( center, ray_dir, -2.0f, pos );
-
-      ray_hit *ray = &samples[ sample_count ];
-      ray->dist = 2.0f;
-
-      if( ray_world( world, pos, ray_dir, ray, 0 ) ){
-         vg_line( pos, ray->pos, VG__RED );
-         vg_line_point( ray->pos, 0.025f, VG__BLACK );
-         
-         sample_count ++;
-      }
-   }
-
-   float min_a = 0.70710678118654752f;
-   ray_hit *candidate = NULL;
-
-   if( sample_count >= 2 ){
-      for( int i=0; i<sample_count-1; i++ ){
-         ray_hit *s0 = &samples[i],
-                 *s1 = &samples[i+1];
-
-         float a = v3_dot( s0->normal, s1->normal );
-
-         if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
-            min_a = a;
-            candidate = s0;
-         }
-      }
-   }
-
-   if( candidate ){
-      v4f pa, pb, pc;
-      
-      ray_hit *s0 = candidate,
-              *s1 = candidate+1;
-
-      vg_line( s0->pos, s1->pos, VG__WHITE );
-
-      v3_copy( s0->normal, pa );
-      v3_copy( s1->normal, pb );
-      v3_cross( localplayer.rb.to_world[1], dir, pc );
-      v3_normalize( pc );
-
-      pa[3] = v3_dot( pa, s0->pos );
-      pb[3] = v3_dot( pb, s1->pos );
-      pc[3] = v3_dot( pc, localplayer.rb.co );
-
-      v3f edge;
-      if( plane_intersect3( pa, pb, pc, edge ) ){
-         v3_copy( edge, player_walk.state.drop_in_target );
-         v3_copy( s1->normal, player_walk.state.drop_in_normal );
-         v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
-
-         player_walk.state.drop_in_start_angle = player_get_heading_yaw();
-         player_walk.state.drop_in_angle = 
-            atan2f( player_walk.state.drop_in_normal[0],
-                    player_walk.state.drop_in_normal[2] );
-
-         /* TODO: scan multiple of these? */
-         v3f oco;
-         v4f oq;
-         player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
-
-         v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
-             vb = {0.0f,0.0f, k_board_length + 0.3f};
-
-         q_mulv( oq, va, va );
-         q_mulv( oq, vb, vb );
-         v3_add( oco, va, va );
-         v3_add( oco, vb, vb );
-
-         v3f v0;
-         v3_sub( vb, va, v0 );
-         v3_normalize( v0 );
-
-         ray_hit ray;
-         ray.dist = k_board_length*2.0f + 0.6f;
-         
-         if( ray_world( world, va, v0, &ray, 0 ) ){
-            vg_line( va, vb, VG__RED );
-            vg_line_point( ray.pos, 0.1f, VG__RED );
-            vg_error( "invalidated\n" );
-            return 0;
-         }
-
-         v3_muls( v0, -1.0f, v0 );
-         if( ray_world( world, vb, v0, &ray, 0 ) ){
-            vg_line( va, vb, VG__RED );
-            vg_line_point( ray.pos, 0.1f, VG__RED );
-            vg_error( "invalidated\n" );
-            return 0;
-         }
-
-         player_walk_drop_in_vector( localplayer.rb.v );
-         return 1;
-      }
-      else{
-         vg_error( "failed to find intersection of drop in\n" );
-      }
-   }
-
-   return 0;
-}
-
-static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
-   struct player_walk *w = &player_walk;
-
-   if( type >= k_walk_outro_max )
-      return NULL;
-
-   return (struct skeleton_anim *[]){ 
-            [k_walk_outro_none]        = NULL,
-            [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
-            [k_walk_outro_regular]     = w->anim_intro,
-            [k_walk_outro_drop_in]     = w->anim_drop_in
-          }[ type ];
-}
-
-
-static void player__walk_pre_update(void){
-   struct player_walk *w = &player_walk;
-
-   if( !localplayer.immobile )
-      player_look( localplayer.angles, skaterift.time_rate );
-
-   if( w->state.outro_type ){
-      struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
-
-      f32 outro_length = (f32)anim->length / anim->rate,
-            outro_time = vg.time - w->state.outro_start_time;
-
-      if( outro_time >= outro_length ){
-         if( w->state.outro_type == k_walk_outro_drop_in ){
-            player_walk_drop_in_to_skate();
-         }
-         else if( w->state.outro_type == k_walk_outro_jump_to_air ){
-            player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
-         }
-         else{
-            player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
-         }
-
-         w->state.outro_type = k_walk_outro_none;
-         return;
-      }
-   }
-   else if( button_down( k_srbind_use ) && !localplayer.immobile ){
-      if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
-         localplayer.subsystem = k_player_subsystem_drive;
-      }
-      else{
-         struct player_board *board = 
-            addon_cache_item_if_loaded( k_addon_type_board,
-                                        localplayer.board_view_slot );
-
-         if( !board ) return;
-
-         if( w->state.activity == k_walk_activity_ground ){
-            if( player_walk_scan_for_drop_in() ){
-               w->state.outro_type = k_walk_outro_drop_in;
-               w->state.outro_start_time = vg.time;
-               localplayer.immobile = 1;
-
-               struct player_avatar *av = localplayer.playeravatar;
-               m4x3_mulv( localplayer.final_mtx[ av->id_ik_foot_r ], 
-                          av->sk.bones[ av->id_ik_foot_r ].co, 
-                          w->state.drop_in_foot_anchor );
-            }
-            else{
-               w->state.outro_type = k_walk_outro_regular;
-               w->state.outro_start_time = vg.time;
-               w->state.activity = k_walk_activity_lockedmove;
-
-               if( player_xyspeed2() < 0.1f * 0.1f ){
-                  q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, 
-                          localplayer.rb.v );
-               }
-            }
-         }
-         else{
-            w->state.outro_type = k_walk_outro_jump_to_air;
-            w->state.outro_start_time = vg.time;
-            return;
-         }
-      }
-   }
-   else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
-      w->state.jump_queued = 1;
-      w->state.jump_input_time = vg.time;
-   }
-}
-
-static int player_walk_normal_standable( v3f n ){
-   return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f;
-}
-
-static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
-   float currentspeed = v3_dot( v, movedir ),
-         addspeed     = speed - currentspeed;
-
-   if( addspeed <= 0 )
-      return;
-
-   float accelspeed = accel * k_rb_delta * speed;
-
-   if( accelspeed > addspeed )
-      accelspeed = addspeed;
-
-   v3_muladds( v, movedir, accelspeed, v );
-}
-
-static void player_friction( v3f v ){
-   float speed = v3_length( v ),
-         drop  = 0.0f,
-         control = vg_maxf( speed, k_stopspeed );
-
-   if( speed < 0.04f )
-      return;
-
-   drop += control * k_walk_friction * k_rb_delta;
-
-   float newspeed = vg_maxf( 0.0f, speed - drop );
-   newspeed /= speed;
-
-   v3_muls( v, newspeed, v );
-}
-
-static void player_walk_custom_filter( world_instance *world,
-                                          rb_ct *man, int len, f32 w ){
-   for( int i=0; i<len; i++ ){
-      rb_ct *ci = &man[i];
-      if( ci->type == k_contact_type_disabled ||
-          ci->type == k_contact_type_edge ) 
-         continue;
-
-
-      float d1 = v3_dot( ci->co, ci->n );
-
-      for( int j=0; j<len; j++ ){
-         if( j == i )
-            continue;
-
-         rb_ct *cj = &man[j];
-         if( cj->type == k_contact_type_disabled ) 
-            continue;
-
-         struct world_surface *si = world_contact_surface( world, ci ),
-                              *sj = world_contact_surface( world, cj );
-
-         if(  (sj->info.flags & k_material_flag_walking) &&
-             !(si->info.flags & k_material_flag_walking)){
-            continue;
-         }
-         
-         float d2 = v3_dot( cj->co, ci->n ),
-               d  = d2-d1;
-
-         if( fabsf( d ) <= w ){
-            cj->type = k_contact_type_disabled;
-         }
-      }
-   }
-}
-
-static void player__walk_update(void){
-   struct player_walk *w = &player_walk;
-
-   v2f steer;
-   joystick_state( k_srjoystick_steer, steer );
-
-   if( w->state.activity == k_walk_activity_sit ){
-      if( w->state.sit_t < 1.0f )
-         w->state.sit_t += vg.time_delta;
-      else {
-         w->state.sit_t = 1.0f;
-
-         if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
-             button_down(k_srbind_jump) ){
-            w->state.activity = k_walk_activity_sit_up;
-         }
-      }
-      return;
-   }
-   else if( w->state.activity == k_walk_activity_sit_up ){
-      if( w->state.sit_t > 0.0f ){
-         w->state.sit_t -= vg.time_delta;
-         return;
-      }
-   }
-   else
-      w->state.sit_t = 0.0f;
-
-   v3_copy( localplayer.rb.co, w->state.prev_pos );
-   v3_zero( localplayer.rb.w );
-
-   world_instance *world = world_current_instance();
-
-   if( world->water.enabled ){
-      if( localplayer.rb.co[1]+0.4f < world->water.height ){
-         audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
-         player__dead_transition();
-         return;
-      }
-   }
-
-   enum walk_activity prev_state = w->state.activity;
-
-   w->collider.height = 2.0f;
-   w->collider.radius = 0.3f;
-
-   m4x3f mtx;
-   m3x3_copy( localplayer.rb.to_world, mtx );
-   v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
-
-   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
-
-   rb_ct manifold[64];
-   int len;
-
-   float yaw = localplayer.angles[0];
-
-   v3f forward_dir = { -sinf(yaw),         0.0f,  cosf(yaw) };
-   v3f right_dir   = {  forward_dir[2],    0.0f, -forward_dir[0] };
-
-   m3x3_mulv( localplayer.basis, forward_dir, forward_dir );
-   m3x3_mulv( localplayer.basis, right_dir,   right_dir );
-
-
-   w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
-
-   /* 
-    * Collision detection
-    */
-
-   len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world->rb_geo.inf.scene, manifold, 0 );
-   player_walk_custom_filter( world, manifold, len, 0.01f );
-   len = rb_manifold_apply_filtered( manifold, len );
-
-   v3f surface_avg = { 0.0f, 0.0f, 0.0f };
-
-   if( w->state.activity != k_walk_activity_lockedmove )
-      w->state.activity = k_walk_activity_air;
-
-   w->surface = k_surface_prop_concrete;
-
-   for( int i=0; i<len; i++ ){
-      struct contact *ct = &manifold[i];
-      rb_debug_contact( ct );
-
-      if( player_walk_normal_standable( ct->n ) ){
-         if( w->state.activity != k_walk_activity_lockedmove )
-            w->state.activity = k_walk_activity_ground;
-
-         v3_add( surface_avg, ct->n, surface_avg );
-
-         struct world_surface *surf = world_contact_surface( world, ct );
-         if( surf->info.surface_prop > w->surface )
-            w->surface = surf->info.surface_prop;
-      }
-
-      rb_prepare_contact( ct, k_rb_delta );
-   }
-
-   /* 
-    * Move & Friction
-    */
-   float accel_speed = 0.0f, nominal_speed = 0.0f;
-   v3f movedir;
-
-   v3_muls( right_dir, steer[0], movedir );
-   v3_muladds( movedir, forward_dir, steer[1], movedir );
-
-   if( w->state.activity == k_walk_activity_ground ){
-      v3_normalize( surface_avg );
-
-      if( button_down(k_srbind_sit) ){
-         w->state.activity = k_walk_activity_sit;
-         return;
-      }
-
-      v3f tx, ty;
-      v3_tangent_basis( surface_avg, tx, ty );
-
-      if( v2_length2(steer) > 0.001f ){
-         /* clip movement to the surface */
-         float d = v3_dot(surface_avg,movedir);
-         v3_muladds( movedir, surface_avg, -d, movedir );
-      }
-
-      accel_speed = k_walk_accel;
-      nominal_speed = k_walkspeed;
-
-      /* jump */
-      if( w->state.jump_queued ){
-         w->state.jump_queued = 0;
-
-         f32 t = vg.time - w->state.jump_input_time;
-         if( t < PLAYER_JUMP_EPSILON ){
-            float d = v3_dot( localplayer.basis[1], localplayer.rb.v );
-            v3_muladds( localplayer.rb.v, localplayer.basis[1], -d,
-                        localplayer.rb.v );
-            v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f, 
-                        localplayer.rb.v );
-            w->state.activity = k_walk_activity_air;
-            prev_state = k_walk_activity_air;
-            accel_speed = k_walk_air_accel;
-            nominal_speed = k_airspeed;
-         }
-      }
-      else{
-         player_friction( localplayer.rb.v );
-      }
-   }
-   else{
-      accel_speed = k_walk_air_accel;
-      nominal_speed = k_airspeed;
-   }
-
-   if( v2_length2( steer ) > 0.001f ){
-      player_accelerate( localplayer.rb.v, movedir, 
-                         nominal_speed, accel_speed );
-      v3_normalize( movedir );
-   }
-   
-   /*
-    * Resolve velocity constraints
-    */
-   for( int j=0; j<5; j++ ){
-      for( int i=0; i<len; i++ ){
-         struct contact *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( localplayer.rb.v, ct->n );
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
-      }
-   }
-
-   /* stepping */
-   if( w->state.activity == k_walk_activity_ground||
-       prev_state == k_walk_activity_ground ){
-      float max_dist = 0.4f;
-
-      v3f pa, pb;
-      v3_copy( localplayer.rb.co, pa );
-      v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa );
-      v3_muladds( pa, localplayer.basis[1], -max_dist * 2.0f, pb );
-      vg_line( pa, pb, 0xff000000 );
-
-      v3f n;
-      float t;
-      if( spherecast_world( world, pa, pb, 
-                            w->collider.radius, &t, n, 0 ) != -1 ){
-         if( player_walk_normal_standable(n) ){
-            v3_lerp( pa, pb, t, localplayer.rb.co );
-            v3_muladds( localplayer.rb.co, localplayer.basis[1], 
-                        -w->collider.radius - k_penetration_slop,
-                        localplayer.rb.co );
-            w->state.activity = k_walk_activity_ground;
-
-            float d = -v3_dot(n,localplayer.rb.v),
-                  g = -k_gravity * k_rb_delta;
-            v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
-            v3_muladds( localplayer.rb.v, localplayer.basis[1], g, 
-                        localplayer.rb.v );
-         }
-      }
-   }
-
-   /* 
-    * Depenetrate
-    */
-   v3f dt;
-   rb_depenetrate( manifold, len, dt );
-   v3_add( dt, localplayer.rb.co, localplayer.rb.co );
-
-   /* integrate */
-   if( w->state.activity == k_walk_activity_air ){
-      v3_muladds( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta, 
-                  localplayer.rb.v );
-   }
-
-   if( localplayer.immobile ){
-      localplayer.rb.v[0] = 0.0f;
-      localplayer.rb.v[2] = 0.0f;
-   }
-
-   v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta, 
-               localplayer.rb.co );
-   v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
-   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
-
-   /* 
-    * CCD routine 
-    * ---------------------------------------------------
-    *
-    */
-   v3f lwr_prev,
-       lwr_now,
-       lwr_offs = { 0.0f, w->collider.radius, 0.0f };
-
-   v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
-   v3_add( lwr_offs, localplayer.rb.co, lwr_now );
-
-   v3f movedelta;
-   v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
-
-   float movedist = v3_length( movedelta );
-
-   if( movedist > 0.3f ){
-      float t, sr = w->collider.radius-0.04f;
-      v3f n;
-
-      if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
-         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
-         localplayer.rb.co[1] -= w->collider.radius;
-         rb_update_transform( &localplayer.rb );
-
-         v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
-         vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
-      }
-   }
-
-   u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
-   if( id ){
-      ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
-      m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
-      m3x3_mulv( gate->transport, localplayer.rb.v,  localplayer.rb.v );
-
-      v4f transport_rotation;
-      m3x3_q( gate->transport, transport_rotation );
-      q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
-
-      rb_update_transform( &localplayer.rb );
-      player__pass_gate( id );
-   }
-   rb_update_transform( &localplayer.rb );
-}
-
-static void player__walk_post_update(void){
-   struct player_walk *w = &player_walk;
-
-   m4x3f mtx;
-   m3x3_copy( localplayer.rb.to_world, mtx );
-   v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
-
-   float substep = vg.time_fixed_extrapolate;
-   v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
-   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
-
-   /* Calculate header */
-   v3f v;
-   if( player_xyspeed2() > 0.1f*0.1f )
-   {
-      v3f v_xy;
-      m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy );
-      float a = atan2f( v_xy[0], v_xy[2] );
-
-      q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
-      q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
-      q_normalize( localplayer.rb.q );
-   }
-
-   vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
-   v3f p1;
-   v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
-   vg_line( w->state.drop_in_target, p1, VG__GREEN );
-   v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
-   vg_line( w->state.drop_in_target, p1, VG__GREEN );
-
-   vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
-   vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
-
-
-   float a = player_get_heading_yaw();
-   p1[0] = sinf( a );
-   p1[1] = 0.0f;
-   p1[2] = cosf( a );
-   m3x3_mulv( localplayer.basis, p1, p1 );
-
-   v3_add( localplayer.rb.co, p1, p1 );
-   vg_line( localplayer.rb.co, p1, VG__PINK );
-
-
-   int walk_phase = 0;
-   if( vg_fractf(w->state.walk_timer) > 0.5f )
-      walk_phase = 1;
-   else
-      walk_phase = 0;
-
-   if( (w->state.step_phase != walk_phase) && 
-       (w->state.activity == k_walk_activity_ground ) )
-   {
-      audio_lock();
-      if( w->surface == k_surface_prop_concrete ){
-         audio_oneshot_3d( 
-               &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)], 
-               localplayer.rb.co, 40.0f, 1.0f 
-         );
-      }
-      else if( w->surface == k_surface_prop_grass ){
-         audio_oneshot_3d( 
-           &audio_footsteps_grass[ vg_randu32()%
-                                    vg_list_size(audio_footsteps_grass)],
-            localplayer.rb.co, 40.0f, 1.0f 
-         );
-      }
-      else if( w->surface == k_surface_prop_wood ){
-         audio_oneshot_3d( 
-           &audio_footsteps_wood[ vg_randu32()%
-                                    vg_list_size(audio_footsteps_wood)],
-            localplayer.rb.co, 40.0f, 1.0f 
-         );
-      }
-      audio_unlock();
-   }
-
-   w->state.step_phase = walk_phase;
-}
-
-static void player__walk_animate(void){
-   struct player_walk *w = &player_walk;
-   player_pose *pose = &localplayer.pose;
-   struct player_walk_animator *animator = &w->animator;
-
-   animator->outro_type = w->state.outro_type;
-
-   {
-      f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f, 
-          rate;
-
-      if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
-      else rate = 9.0f;
-
-      animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
-      animator->run = vg_lerpf( animator->run, w->move_speed, 
-                                2.0f*vg.time_delta);
-   }
-
-   if( w->move_speed > 0.025f ){
-      /* TODO move */
-      float walk_norm = 30.0f/(float)w->anim_walk->length,
-            run_norm  = 30.0f/(float)w->anim_run->length,
-            walk_adv  = vg_lerpf( walk_norm, run_norm, w->move_speed );
-
-      w->state.walk_timer += walk_adv * vg.time_delta;
-   }
-   else
-      w->state.walk_timer = 0.0f;
-   animator->walk_timer = w->state.walk_timer;
-
-
-   if( !localplayer.immobile )
-      rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
-   else{
-      v3_copy( localplayer.rb.co, animator->root_co );
-      v4_copy( localplayer.rb.q,  animator->root_q );
-   }
-
-   f32 walk_yaw = player_get_heading_yaw();
-
-   /* sitting */
-   animator->sit_t = w->state.sit_t;
-
-   {
-      f32 head_yaw = localplayer.angles[0] + VG_PIf,
-          y = vg_angle_diff( head_yaw, -walk_yaw ),
-          p = vg_clampf( localplayer.angles[1], 
-                           -k_sit_pitch_limit, k_sit_pitch_limit );
-
-      if( fabsf(y) > k_sit_yaw_limit ){
-         y = 0.0f;
-         p = 0.0f;
-      }
-      animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
-      animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
-   }
-
-   if( w->state.outro_type ){
-      struct player_avatar *av = localplayer.playeravatar;
-      struct skeleton_anim *anim = 
-         player_walk_outro_anim( w->state.outro_type );
-      f32 outro_length = (f32)anim->length / anim->rate,
-          outro_time = vg.time - w->state.outro_start_time;
-      animator->outro_t = outro_time / outro_length;
-
-      if( w->state.outro_type == k_walk_outro_drop_in ){
-         float inv_rate      = 1.0f / anim->rate,
-               anim_frames   = anim->length * inv_rate,
-               step_frames   = 12.0f * inv_rate,
-               commit_frames = 6.0f * inv_rate,
-               drop_frames   = anim_frames - step_frames,
-               step_t        = vg_minf( 1.0f, outro_time / step_frames ),
-               remaind_time  = vg_maxf( 0.0f, outro_time - step_frames ),
-               dop_t         = vg_minf( 1.0f, remaind_time / drop_frames );
-         animator->commit_t  = vg_minf( 1.0f, remaind_time / commit_frames );
-
-         walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
-                               w->state.drop_in_angle, step_t );
-
-         v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
-                  step_t, localplayer.rb.co );
-         q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, 
-                       walk_yaw + VG_PIf );
-
-         v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
-
-         /* the drop in bit */
-         if( step_t >= 1.0f ){
-            v4f final_q;
-            player_walk_drop_in_overhang_transform( dop_t, localplayer.rb.co, 
-                                                    final_q );
-            q_mul( final_q, animator->root_q, animator->root_q );
-
-            v4_copy( animator->root_q, localplayer.rb.q );
-            v3_muladds( animator->root_co, localplayer.rb.to_world[1], 
-                        -0.1f*dop_t, animator->root_co );
-         }
-         return;
-      }
-      else{
-         v3_muladds( animator->root_co, localplayer.rb.to_world[1], 
-                     -0.1f*animator->outro_t, animator->root_co );
-      }
-   }
-
-   q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-   q_mul( localplayer.qbasis, animator->root_q, animator->root_q );
-   q_normalize( animator->root_q );
-}
-
-static void player__walk_pose( void *_animator, player_pose *pose ){
-   struct player_walk *w = &player_walk;
-   struct player_walk_animator *animator = _animator;
-   struct skeleton *sk = &localplayer.playeravatar->sk;
-   struct player_avatar *av = localplayer.playeravatar;
-
-   v3_copy( animator->root_co, pose->root_co );
-   v4_copy( animator->root_q, pose->root_q );
-   pose->board.lean = 0.0f;
-   pose->type = k_player_pose_type_ik;
-
-   float walk_norm = (float)w->anim_walk->length/30.0f,
-         run_norm  = (float)w->anim_run->length/30.0f,
-         t = animator->walk_timer,
-         l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
-         idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
-   /* walk/run */
-   mdl_keyframe apose[32], bpose[32];
-   skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
-   skeleton_sample_anim( sk, w->anim_run,  t*run_norm, bpose );
-
-   skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
-   /* idle */
-   skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
-   /* air */
-   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
-
-   /* sit */
-   if( animator->sit_t > 0.0f ){
-      f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
-                st = vg_minf( 1.0f, animator->sit_t );
-      skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
-
-      v4f qy,qp;
-      f32 *qh = bpose[av->id_head-1].q;
-      q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
-      q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
-      q_mul( qy, qh, qh );
-      q_mul( qh, qp, qh );
-      q_normalize( qh );
-
-      qh = bpose[av->id_chest-1].q;
-      q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
-      q_mul( qy, qh, qh );
-      q_normalize( qh );
-
-      skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
-   }
-
-   if( animator->outro_type ){
-      struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
-
-      if( !anim ){
-         skeleton_copy_pose( sk, apose, pose->keyframes );
-         return;
-      }
-      
-      f32 outro_length = (f32)anim->length / anim->rate,
-          outro_time = animator->outro_t*outro_length;
-
-      skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f, 
-                          pose->keyframes );
-
-      if( animator->outro_type == k_walk_outro_drop_in ){
-         m4x3f transform, inverse;
-         q_m3x3( pose->root_q, transform );
-         v3_copy( pose->root_co, transform[3] );
-         m4x3_invert_affine( transform, inverse );
-
-         v3f anchored_pos;
-         m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
-
-         v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos, 
-                  1.0f-animator->commit_t,
-                  pose->keyframes[ av->id_ik_foot_r-1 ].co );
-      }
-   }
-   else
-      skeleton_copy_pose( sk, apose, pose->keyframes );
-}
-
-static void player__walk_post_animate(void){
-   /* 
-    * Camera 
-    */
-   struct player_walk *w = &player_walk;
-   struct player_avatar *av = localplayer.playeravatar;
-
-   if( w->state.outro_type ){
-      struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
-
-      f32 outro_length = (f32)anim->length / anim->rate,
-          outro_time   = vg.time - w->state.outro_start_time,
-          outro_t      = outro_time / outro_length;
-
-      localplayer.cam_velocity_influence = outro_t;
-   }
-   else
-      localplayer.cam_velocity_influence = 0.0f;
-}
-
-static void player__walk_im_gui(void){
-   struct player_walk *w = &player_walk;
-   player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",localplayer.rb.v[0],
-                                                 localplayer.rb.v[1],
-                                                 localplayer.rb.v[2] );
-   player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
-                                                 localplayer.rb.co[1],
-                                                 localplayer.rb.co[2] );
-   player__debugtext( 1, "activity: %s\n",
-                           (const char *[]){ "k_walk_activity_air",
-                                             "k_walk_activity_ground",
-                                             "k_walk_activity_sleep",
-                                             "k_walk_activity_lockedmove",
-                                             "k_walk_activity_sit",
-                                             "k_walk_activity_sit_up" }
-                                             [w->state.activity] );
-   player__debugtext( 1, "surface: %s\n",
-                           (const char *[]){ "concrete",
-                                             "wood",
-                                             "grass",
-                                             "tiles",
-                                             "metal" }
-                                             [w->surface] );
-
-   if( w->state.outro_type ){
-      struct skeleton_anim *anim = 
-         player_walk_outro_anim( w->state.outro_type );
-
-      f32 outro_length = (f32)anim->length / anim->rate,
-          outro_time   = vg.time - w->state.outro_start_time;
-      player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
-   }
-}
-
-static void player__walk_bind(void){
-   struct player_walk *w = &player_walk;
-   struct player_avatar *av = localplayer.playeravatar;
-   struct skeleton *sk = &av->sk;
-
-   w->anim_idle         = skeleton_get_anim( sk, "idle_cycle+y" );
-   w->anim_walk         = skeleton_get_anim( sk, "walk+y" );
-   w->anim_run          = skeleton_get_anim( sk, "run+y" );
-   w->anim_jump         = skeleton_get_anim( sk, "jump+y" );
-   w->anim_jump_to_air  = skeleton_get_anim( sk, "jump_to_air" );
-   w->anim_drop_in      = skeleton_get_anim( sk, "drop_in" );
-   w->anim_intro        = skeleton_get_anim( sk, "into_skate" );
-   w->anim_sit          = skeleton_get_anim( sk, "sit" );
-}
-
-static void player__walk_transition(void){
-   struct player_walk *w = &player_walk;
-   w->state.activity = k_walk_activity_air;
-   w->state.outro_type = k_walk_outro_none;
-   w->state.outro_start_time = 0.0;
-   w->state.jump_queued = 0;
-   w->state.jump_input_time = 0.0;
-   w->state.walk_timer = 0.0f;
-   w->state.step_phase = 0;
-
-   v3f fwd = { 0.0f, 0.0f, 1.0f };
-   q_mulv( localplayer.rb.q, fwd, fwd );
-   m3x3_mulv( localplayer.invbasis, fwd, fwd );
-
-   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
-                 atan2f(fwd[0], fwd[2]) );
-   q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
-   q_normalize( localplayer.rb.q );
-
-   rb_update_transform( &localplayer.rb );
-}
-
-static void player__walk_reset( ent_spawn *rp ){
-   struct player_walk *w = &player_walk;
-   w->state.activity = k_walk_activity_air;
-   w->state.outro_type = k_walk_outro_none;
-   w->state.outro_start_time = 0.0;
-}
-
-static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
-   struct player_walk_animator *animator = data;
-
-   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
-   bitpack_qquat( ctx, animator->root_q );
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
-   bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
-
-   for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
-      bitpack_bytes( ctx, 8, &animator->outro_type );
-      if( animator->outro_type ){
-         bitpack_bytes( ctx, sizeof(animator->foot_anchor), 
-                        animator->foot_anchor );
-         bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
-         bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
-      }
-   }
-
-   u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
-   if( code ){
-      bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
-      bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit, 
-                     &animator->pitch );
-   }
-}
-#endif /* PLAYER_DEVICE_WALK_H */