+ m4x3_mulv( player->rb.to_local, wsp, limit->ra );
+ m3x3_mulv( player->rb.to_local, inf->n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC void skate_5050_apply( player_instance *player,
+ struct grind_info *inf_front,
+ struct grind_info *inf_back )
+{
+ struct player_skate *s = &player->_skate;
+ struct grind_info inf_avg;
+
+ v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
+ v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
+ v3_normalize( inf_avg.dir );
+
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
+ v3f axis_front, axis_back, axis;
+ v3_cross( inf_front->dir, inf_front->n, axis_front );
+ v3_cross( inf_back->dir, inf_back->n, axis_back );
+ v3_add( axis_front, axis_back, axis );
+ v3_normalize( axis );
+
+ v3_cross( axis, inf_avg.dir, inf_avg.n );
+ skate_grind_decay( player, &inf_avg, 1.0f );
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float way = steer[1] *
+ vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
+ v4f q;
+ v3f up, target_up;
+ v3_copy( player->rb.to_world[1], up );
+ v3_copy( inf_avg.n, target_up );
+ q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
+ q_mulv( q, target_up, target_up );
+
+ v3_zero( s->weight_distribution );
+ s->weight_distribution[2] = k_board_length * -way;
+
+ rb_effect_spring_target_vector( &player->rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
+
+ v3f fwd_nplane, dir_nplane;
+ v3_muladds( player->rb.to_world[2], inf_avg.n,
+ -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
+
+ v3f dir;
+ v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
+ v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
+
+ v3_normalize( fwd_nplane );
+ v3_normalize( dir_nplane );
+
+ rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
+ 1000.0f,
+ k_grind_dampener,
+ k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
+
+ v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
+ pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
+ delta_front, delta_back, delta_total;
+
+ m4x3_mulv( player->rb.to_world, pos_front, pos_front );
+ m4x3_mulv( player->rb.to_world, pos_back, pos_back );
+
+ v3_sub( inf_front->co, pos_front, delta_front );
+ v3_sub( inf_back->co, pos_back, delta_back );
+ v3_add( delta_front, delta_back, delta_total );
+
+ v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
+
+ /* Fake contact */
+ struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ v3_zero( limit->ra );
+ m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );