new model loader
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 8a812289e010d81301a5ce25ec26ef3de5417187..fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65 100644 (file)
--- a/main.c
+++ b/main.c
@@ -7,12 +7,17 @@ vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
 vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
 vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
+
 vg_tex2d *texture_list[] =
 {
    &tex_norwey,
    &tex_gradients,
    &tex_grid,
-   &tex_sky
+   &tex_sky,
+   &tex_cement,
+   &tex_pallet
 };
 
 /* Convars */
@@ -20,11 +25,15 @@ static int freecam = 0;
 static int debugview = 0;
 static int debugsdf = 0;
 static int sv_debugcam = 0;
+static int sv_phys = 0;
+static int thirdperson = 0;
+static int clock_divider = 1;
 
 /* Components */
 #include "road.h"
 #include "scene.h"
 #include "ik.h"
+#include "character.h"
 
 int main( int argc, char *argv[] )
 { 
@@ -35,28 +44,64 @@ m4x3f world_matrix;
 
 static struct gplayer
 {
+   /* Physics */
    v3f co, v, a;
    v4f rot;
-   float vswitch, slip_last;
+   float vswitch, slip, slip_last;
+
+   float iY;   /* Yaw inertia */
+   int in_air;
+
+   /* Input */
+   v2f joy_l;
 
    v3f view;
    v2f look_dir;  /* TEMP */
+   v2f board_xy;
+   float grab;
+   float pitch;
+
+   v3f land_target;
+   v3f land_target_log[12];
+   int land_log_count;
+   m3x3f vr;
 
    m4x3f to_world, to_local;
+   
+   struct character mdl;
 
+   /* Opengl */
+#if 0
    glmesh mesh;
-   
    submodel legl,
             legu,
             board,
             torso,
-            wheels;
+            wheels,
+            foot,
+            
+            /* NEW MODEL */
+            leg_r0, leg_r1, foot_r,
+            leg_l0, leg_l1, foot_l,
+            arm_r0, arm_r1, hand_r,
+            arm_l0, arm_l1, hand_l,
+            body, head;
+
+   /* Rendering */
+   m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
+   m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
+         mfoot_l, mfoot_r;
+#endif
+
+   v3f handl_target, handr_target,
+       handl, handr;
 }
 player;
 
 static struct gworld
 {
    glmesh skydome;
+   glmesh cement;
    
    scene foliage,    /* Tree shader */
          geo,        /* Std shader, collisions */
@@ -73,10 +118,7 @@ static void player_transform_update(void)
    q_m3x3( player.rot, player.to_world );
    v3_copy( player.co, player.to_world[3] );
 
-   v4f inv;
-   q_inv( player.rot, inv );
-   q_m3x3( inv, player.to_local );
-   v3_negate( player.co, player.to_local[3] );
+   m4x3_invert_affine( player.to_world, player.to_local );
 }
 
 static int reset_player( int argc, char const *argv[] )
@@ -132,6 +174,30 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "phys",
+      .data = &sv_phys,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "thirdperson",
+      .data = &thirdperson,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "div",
+      .data = &clock_divider,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
        vg_function_push( (struct vg_cmd){
                .name = "reset",
                .function = reset_player
@@ -139,16 +205,13 @@ void vg_start(void)
    
    v3f lightDir = { 0.1f, 0.8f, 0.2f };
    v3_normalize( lightDir );
+
+   character_load( &player.mdl, "ch_default" );
    
-   /* Unpack player */
-   model *char_dev = vg_asset_read( "models/char_dev.mdl" );
-   model_unpack( char_dev, &player.mesh );
-   player.legl = *submodel_get( char_dev, "legl" );
-   player.legu = *submodel_get( char_dev, "legu" );
-   player.board = *submodel_get( char_dev, "skateboard" );
-   player.torso = *submodel_get( char_dev, "torso" );
-   player.wheels = *submodel_get( char_dev, "wheels" );
-   free(char_dev);
+   /* temp */
+   model *cement_model = vg_asset_read("models/cement_r1.mdl" );
+   model_unpack( cement_model, &world.cement );
+   free( cement_model );
    
    /* Setup scene */
    scene_init( &world.geo );
@@ -245,165 +308,192 @@ void vg_start(void)
    player_transform_update();
 }
 
-v3f head;
+static float ktimestep = 1.0f/60.0f;
 
-void vg_update(void)
+static void player_freecam(void)
 {
-   float timestep = 1.0f/60.0f;
+   m4x3f cam_rot;
+   m4x3_identity( cam_rot );
+   m4x3_rotate_y( cam_rot, -player.look_dir[0] );
+   m4x3_rotate_x( cam_rot, -player.look_dir[1] );
 
-   if( freecam )
-   {
-      m4x3f cam_rot;
-      m4x3_identity( cam_rot );
-      m4x3_rotate_y( cam_rot, -player.look_dir[0] );
-      m4x3_rotate_x( cam_rot, -player.look_dir[1] );
+   v3f lookdir = { 0.0f, 0.0f, -1.0f },
+       sidedir = { 1.0f, 0.0f,  0.0f };
+   
+   m4x3_mulv( cam_rot, lookdir, lookdir );
+   m4x3_mulv( cam_rot, sidedir, sidedir );
+   
+   float movespeed = 5.0f;
+   static v2f mouse_last,
+              view_vel = { 0.0f, 0.0f };
 
-      v3f lookdir = { 0.0f, 0.0f, -1.0f },
-          sidedir = { 1.0f, 0.0f,  0.0f };
-      
-      m4x3_mulv( cam_rot, lookdir, lookdir );
-      m4x3_mulv( cam_rot, sidedir, sidedir );
-      
-      float movespeed = 5.0f;
-      static v2f mouse_last,
-                 view_vel = { 0.0f, 0.0f };
-      static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
 
-      if( vg_get_button_down( "primary" ) )
-      {
-         v2_copy( vg_mouse, mouse_last );
-      }
-      else if( vg_get_button( "primary" ) )
-      {
-         v2f delta;
-         v2_sub( vg_mouse, mouse_last, delta );
-         v2_copy( vg_mouse, mouse_last );
+   if( vg_get_button_down( "primary" ) )
+      v2_copy( vg_mouse, mouse_last );
+   else if( vg_get_button( "primary" ) )
+   {
+      v2f delta;
+      v2_sub( vg_mouse, mouse_last, delta );
+      v2_copy( vg_mouse, mouse_last );
 
-         v2_muladds( view_vel, delta, 0.005f, view_vel );
-      }
-      
-      v2_muls( view_vel, 0.75f, view_vel );
-      v2_add( view_vel, player.look_dir, player.look_dir );
-      player.look_dir[1] = 
-         vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-      if( vg_get_button( "forward" ) )
-         v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
-      if( vg_get_button( "back" ) )
-         v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
-      if( vg_get_button( "left" ) )
-         v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
-      if( vg_get_button( "right" ) )
-         v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
-      v3_muls( move_vel, 0.75f, move_vel );
-      v3_add( move_vel, player.view, player.view );
+      v2_muladds( view_vel, delta, 0.005f, view_vel );
    }
    
+   v2_muls( view_vel, 0.75f, view_vel );
+   v2_add( view_vel, player.look_dir, player.look_dir );
+   player.look_dir[1] = 
+      vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 
-   static int in_air = 1;
+   if( vg_get_button( "forward" ) )
+      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
+   if( vg_get_button( "back" ) )
+      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
+   if( vg_get_button( "left" ) )
+      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
+   if( vg_get_button( "right" ) )
+      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
 
-   v3f ground_pos, ground_norm;
-   v3_copy( player.co, ground_pos );
+   v3_muls( move_vel, 0.75f, move_vel );
+   v3_add( move_vel, player.view, player.view );
 
-   if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
-   {
-#if 0
-      v3f localup;
-      m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-      v3_normalize(localup);
-      v3_normalize(ground_norm);
+}
 
-      float angle = v3_dot( localup, ground_norm );
-      v3f axis; 
-      v3_cross( localup, ground_norm, axis );
+static void apply_gravity( v3f vel, float const timestep )
+{
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( vel, gravity, timestep, vel );
+}
 
-      if( angle < 0.999f && !in_air )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle) );
-         q_mul( correction, player.rot, player.rot );
-      }
-#endif
-   }
+static void player_start_air(void)
+{
+   player.in_air = 1;
+
+   float pstep = ktimestep*10.0f;
+
+   float best_velocity_mod = 0.0f,
+         best_velocity_delta = -9999.9f;
+
+   v3f targetn;
+
+   v3f axis, vup;
+   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+   v3_cross( vup, player.v, axis );
+   v3_normalize( axis );
+   player.land_log_count = 0;
    
-   if( freecam )
-      return;
+   m3x3_identity( player.vr );
 
-   if( in_air )
+   for( int m=0;m<=5; m++ )
    {
-      v3f pco, pco1, pv;
-      
-      float pstep = timestep*10.0f;
+      float vmod = ((float)m / 5.0f)*0.15f;
 
-      v3f gravity = { 0.0f, -9.6f, 0.0f };
+      v3f pco, pco1, pv;
       v3_copy( player.co, pco );
       v3_copy( player.v, pv );
 
-      v3f targetn;
+      /* 
+       * Try different 'rotations' of the velocity to find the best possible
+       * landing normal. This conserves magnitude at the expense of slightly
+       * unrealistic results
+       */
+
+      m3x3f vr;
+      v4f vr_q;
+
+      q_axis_angle( vr_q, axis, vmod );
+      q_m3x3( vr_q, vr );
 
-      for( int i=0; i<20; i++ )
+      for( int i=0; i<50; i++ )
       {
          v3_copy( pco, pco1 );
-         v3_muladds( pv, gravity, pstep, pv );
+         apply_gravity( pv, pstep );
+
+         m3x3_mulv( vr, pv, pv );
          v3_muladds( pco, pv, pstep, pco );
 
          vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
          
          v3f sh;
          v3_copy( pco, sh );
-         sample_scene_height( &world.geo, sh, targetn );
+         int hit = sample_scene_height( &world.geo, sh, targetn );
 
-         if( sh[1] >= pco[1] )
+         if( sh[1] >= pco[1] && hit )
          {
-            v3f localup;
-            m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
-            float angle = v3_dot( localup, targetn );
-            v3f axis; 
-            v3_cross( localup, targetn, axis );
+            float land_delta = v3_dot( pv, targetn );
 
-            if( angle < 0.99f )
+            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
             {
-               v4f correction;
-               q_axis_angle( correction, axis, acosf(angle)*0.1f );
-               q_mul( correction, player.rot, player.rot );
-            }
+               best_velocity_delta = land_delta;
+               best_velocity_mod = vmod;
+
+               v3_copy( sh, player.land_target );
 
+               q_axis_angle( vr_q, axis, vmod*0.1f );
+               q_m3x3( vr_q, player.vr );
+            }
+            v3_copy( sh, player.land_target_log[player.land_log_count ++] );
             break;
          }
       }
-
-      if( ground_pos[1] > player.co[1] )
-      {
-         in_air = 0;
-      }
    }
 
-   if( vg_get_button( "forward" ) )
+   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
+   
+   return;
+   v3_muls( player.v, best_velocity_mod, player.v );
+}
+
+static int sample_if_resistant( v3f pos )
+{
+   v3f ground, norm;
+   v3_copy( pos, ground );
+
+   if( sample_scene_height( &world.geo, ground, norm ) )
    {
-      v3f dir = { 0.0f, 0.0f, -1.0f };
+      v3f angle;
+      v3_copy( player.v, angle );
+      v3_normalize( angle );
+      float resistance = v3_dot( norm, angle );
 
-      m3x3_mulv( player.to_world, dir, dir );
-      v3_muladds( player.v, dir, 5.0f * timestep, player.v );
+      if( resistance < 0.25f )
+      {
+         v3_copy( ground, pos );
+         return 1;
+      }
    }
 
-   /* Get front and back contact points */
-
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside;
-   v3f axis;
+   return 0;
+}
 
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-   m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+static void player_physics_ground(void)
+{
+   /* 
+    * Getting surface collision points,
+    * the contact manifold is a triangle for simplicity.
+    */
+   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
+       axis;
+
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
+   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm );
+   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
+   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, contact_back );
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
+   m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
+
+   v3f cn0, cn1, cn2;
    
-   int all_contacting = 
-      sample_scene_height( &world.geo, contact_front, NULL ) &&
-      sample_scene_height( &world.geo, contact_back, NULL ) &&
-      sample_scene_height( &world.geo, contact_norm, NULL );
+   int contact_count = 
+      sample_if_resistant( contact_front ) +
+      sample_if_resistant( contact_back ) +
+      sample_if_resistant( contact_norm );
+   
+   if( contact_count < 3 )
+   {
+      player_start_air();
+      return;
+   }
 
    v3f norm;
    v3f v0, v1;
@@ -419,99 +509,269 @@ void vg_update(void)
    float angle = v3_dot( vup, norm );
    v3_cross( vup, norm, axis );
 
-   if( angle < 0.999f && !in_air )
+   if( angle < 0.999f )
    {
       v4f correction;
       q_axis_angle( correction, axis, acosf(angle) );
       q_mul( correction, player.rot, player.rot );
    }
 
+   float resistance = v3_dot( norm, player.v );
 
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player.v, gravity, timestep, player.v );
+   if( resistance >= 0.0f )
+   {
+      player_start_air();
+      return;
+   }
+   else
+   {
+      v3_muladds( player.v, norm, -resistance, player.v );
+   }
+   
+   /* This is where velocity integration used to be */
+
+   float slip = 0.0f;
+
+   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
 
-   if( !in_air )
+   v3f vel;
+   m3x3_mulv( player.to_local, player.v, vel );
+
+   /* Calculate local forces */
+
+   slip = (-vel[0] / vel[2]) * player.vswitch;
+   if( fabsf( slip ) > 1.2f )
+      slip = vg_signf( slip ) * 1.2f;
+   player.slip = slip;
+
+#if 0
+   if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
    {
-      float resistance = v3_dot( norm, player.v );
+      vg_warn( "SWITCH\n" );
+      player.vswitch = -player.vswitch;
+      slip = -slip;
+   }
 
-      if( resistance >= 0.0f )
-         in_air = 1;
-      else
-      {
-         v3_muladds( player.v, norm, -resistance, player.v );
-      }
+   player.slip_last = slip;
+#endif
+
+   float substep = ktimestep * 0.2f;
+   
+   for( int i=0; i<5; i++ )
+   {
+      if( fabsf(vel[2]) >= 0.02f*substep )
+         vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
+      if( fabsf(vel[0]) >= 7.0f*substep )
+         vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
    }
+   
+   m3x3_mulv( player.to_world, vel, player.v );
 
-   /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
-   v3_muladds( player.co, player.v, timestep, player.co );
+   if( vg_get_button( "yawl" ) )
+      player.iY +=  3.6f * ktimestep;
+   if( vg_get_button( "yawr" ) )
+      player.iY -=  3.6f * ktimestep;
    
-   float slip = 0.0f;
-   float yawamt = 0.0f;
+   float steer = vg_get_axis( "horizontal" );
+   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+}
 
-   if( !in_air )
-   {
-      player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+static void draw_cross(v3f pos,u32 colour)
+{
+   v3f p0, p1;
+   v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+}
 
-      v3f vel;
-      m3x3_mulv( player.to_local, player.v, vel );
+static void player_physics_air(void)
+{
+   /* Debug prediciton */
 
-      /* Calculate local forces */
+   m3x3_mulv( player.vr, player.v, player.v );
+   for( int i=0; i<player.land_log_count; i++ )
+      draw_cross( player.land_target_log[i], 0xff00ffff );
 
-      slip = (-vel[0] / vel[2]) * player.vswitch;
-      if( fabsf( slip ) > 1.2f )
-         slip = vg_signf( slip ) * 1.2f;
+   draw_cross( player.land_target, 0xff0000ff );
 
-      
-      if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+   v3f ground_pos, ground_norm;
+   v3_copy( player.co, ground_pos );
+
+   if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+   {
+      if( ground_pos[1] > player.co[1] )
       {
-         vg_warn( "SWITCH\n" );
-         player.vswitch = -player.vswitch;
-         slip = -slip;
+         player.in_air = 0;
+         return;
       }
+   }
+   
+   /* Prediction 
+    *
+    * TODO: Find best landing surface and guide player towords it
+    */
+   float pstep = ktimestep*10.0f;
+
+   v3f pco, pco1, pv;
+   v3_copy( player.co, pco );
+   v3_copy( player.v, pv );
+
+   v3f targetn;
+   for( int i=0; i<50; i++ )
+   {
+      v3_copy( pco, pco1 );
+      apply_gravity( pv, pstep );
+      v3_muladds( pco, pv, pstep, pco );
 
-      player.slip_last = slip;
-
-      float substep = timestep * 0.2f;
+      vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
       
-      for( int i=0; i<5; i++ )
+      v3f sh;
+      v3_copy( pco, sh );
+      int hit = sample_scene_height( &world.geo, sh, targetn );
+
+      if( sh[1] >= pco[1] && hit )
       {
-         if( fabsf(vel[2]) >= 0.02f*substep )
-            vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
-         if( fabsf(vel[0]) >= 6.0f*substep )
-            vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
-      }
-      
-      m3x3_mulv( player.to_world, vel, player.v );
+         v3f localup;
+         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
 
-      if( vg_get_button( "yawl" ) )
-         yawamt =  1.6f * timestep;
-      if( vg_get_button( "yawr" ) )
-         yawamt = -1.6f * timestep;
-      
-      yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
+         float angle = v3_dot( localup, targetn );
+         v3f axis; 
+         v3_cross( localup, targetn, axis );
+         
+         if( angle < 0.99f )
+         {
+            v4f correction;
+            q_axis_angle( correction, axis, acosf(angle)*0.05f );
+            q_mul( correction, player.rot, player.rot );
+         }
 
+         draw_cross( sh, 0xffff0000 );
+
+         break;
+      }
    }
+
+   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+}
+
+static void player_animate(void);
+static void player_update(void)
+{
+   static int clock = 0;
+
+   clock ++;
+   if( clock >= clock_divider )
+      clock = 0;
    else
+      return;
+
+   /* temp */
+   if( freecam )
+   {
+      player_freecam();
+      return;
+   }
+   
+   if( vg_get_axis("grabl")>0.0f)
+      reset_player(0,NULL);
+   if( vg_get_button( "push" ) )
    {
-      yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+      v3f dir = { 0.0f, 0.0f, -1.0f };
+
+      m3x3_mulv( player.to_world, dir, dir );
+      v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
+   }
+
+   float horizontal = vg_get_axis("horizontal"),
+         vertical = vg_get_axis("vertical");
+
+   player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
+   player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
 
-      v4f pitch;
-      q_axis_angle( pitch, vside, vg_get_axis( "vertical" ) * 3.6f *timestep );
-      q_mul( pitch, player.rot, player.rot );
+   /* Integrate velocity */
+   if( sv_phys )
+   {
+      apply_gravity( player.v, ktimestep );
+      v3_muladds( player.co, player.v, ktimestep, player.co );
    }
 
-   v4f rotate;
-   q_axis_angle( rotate, vup, yawamt );
+   /* Integrate inertia */
+   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
+   m3x3_mulv( player.to_world, vup, vup );
+
+   q_axis_angle( rotate, vup, player.iY );
    q_mul( rotate, player.rot, player.rot );
 
    player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
+   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+                                       player.v[2]*player.v[2]) ) * 0.3f;
+
+   player.iY = 0.0f; /* temp */
+
+   if( player.in_air )
+      player_physics_air();
+
+   if( !player.in_air )
+      player_physics_ground();
    
+   /* Camera and character */
+
+   player_transform_update();
+   q_normalize(player.rot);
+   player_animate();
+}
+
+void vg_update(void)
+{
+   player_update();
+
    /* Creating a skeleton of the player dynamically */
-   float kheight = 1.8f,
-         kleg = 0.6f;
 
-   v2f ac;
 
+   #if 0
+   player.handl_target[0] = head[0] + 0.2f;
+   player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
+   player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
+
+   player.handr_target[0] = head[0] + 0.2f;
+   player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
+   player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
+
+   if( vg_maxf(lslip,grab) > 0.5f )
+   {
+      if( player.slip < 0.0f && player.in_air )
+      {
+         player.handl_target[0] = 0.15f;
+         player.handl_target[1] = 0.1f;
+         player.handl_target[2] = 0.4f;
+      }
+      else
+      {
+         player.handr_target[0] =  0.15f;
+         player.handr_target[1] =  0.1f;
+         player.handr_target[2] = -0.4f;
+      }
+
+      if( grab > 0.5f )
+      {
+         player.handr_target[0] =  -0.15f;
+         player.handr_target[1] =  0.1f;
+         player.handr_target[2] =  0.4f;
+      }
+   }
+
+   #endif
+}
+
+static void player_animate(void)
+{
+   /* Camera position */
    static v3f last_vel = { 0.0f, 0.0f, 0.0f };
    static v3f momentum, bob;
 
@@ -519,7 +779,6 @@ void vg_update(void)
    v3_copy( player.v, last_vel );
 
    v3_add( momentum, player.a, momentum );
-   
    v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
    v3f target;
    
@@ -527,140 +786,231 @@ void vg_update(void)
    momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
    momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
    v3_copy( momentum, target );
-   
    v3_lerp( bob, target, 0.2f, bob );
 
    /* Head */
-   float lslip = fabsf(slip); //vg_minf( 0.4f, slip );
-   head[0] =  0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f;
-   head[1] =  (0.3f + cosf(lslip)*0.5f) * kheight;
-   head[2] =  0.0f;
+   float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
+                              
+   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
+
+   float kheight = 2.0f,
+         kleg = 0.6f;
+
+   v3f head;
+   head[0] = 0.0f;
+   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
+   head[2] = 0.0f;
 
    v3f offset;
    m3x3_mulv( player.to_local, bob, offset );
-   offset[0] *= 0.25f;
+
+   offset[0] *= 0.3333f;
    offset[1] *= -0.25f;
    offset[2] *= 0.7f;
-   v3_muladds( head, offset, 1.0f, head );
-
-   player_transform_update();
+   v3_muladds( head, offset, 0.7f, head );
+   head[1] = vg_clampf( head[1], 0.3f, kheight );
 
-   m4x3_mulv( player.to_world, head, head );
    v3_copy( head, player.view );
 
-   q_normalize(player.rot);
-}
+   /* New board transformation */
+   v4f board_rotation; v3f board_location;
+   
+   /* TODO: Move this out of animate into update */
+   v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+         ktimestep*3.0f, player.board_xy );
+
+   v4f rz, rx;
+   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
+   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
+   q_mul( rx, rz, board_rotation );
+   
+   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
+   q_m3x3( board_rotation, mboard );
+   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
+   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
+   v3_copy( board_location, mboard[3] );
 
-static void debug_grid( v3f at )
-{
-   v3f base;
-   v3_floor( at, base );
+   /* In the air, the dude should grab with the side thats highest,
+    * while also sliding the same foot downwards a bit */
+
+   float foot_l =  0.3f,
+         foot_r = -0.4f;
+
+   player.handl_target[0] = 0.0f;
+   player.handl_target[1] = 0.0f;
+   player.handl_target[2] = 0.6f;
+
+   player.handr_target[0] = 0.0f;
+   player.handr_target[1] = 0.0f;
+   player.handr_target[2] = -0.6f;
 
-   for( int y=0; y<16; y++ )
+   if( 1||player.in_air )
    {
-      vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
-               (v3f){ base[0] + 8, base[1], base[2]+y-8 },
-               0x40ffffff );
+      float tuck = player.board_xy[1],
+            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+
+      if( tuck < 0.0f )
+      {
+         foot_l *= 1.0f-tuck_amt*1.5f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
+                  player.handl_target );
+         }
+      }
+      else
+      {
+         foot_r *= 1.0f-tuck_amt*1.4f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
+                  player.handr_target );
+         }
+      }
    }
-   for( int x=0; x<16; x++ )
+   else
    {
-      vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
-               (v3f){ base[0]+x-8, base[1], base[2]+8 },
-               0x40ffffff );
    }
-}
-
-static void draw_player(void)
-{
-   mesh_bind( &player.mesh );
-   float const kleg_upper = 0.53f,
-               kleg_lower = 0.5f;
 
-   /* Create IK targets */
-   struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
-                   ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower };
+   v3f fwd;
+   
+   /* offset */
+   float *hips = player.mdl.ik_body.base,
+         *collar = player.mdl.ik_body.end,
+         *pole = player.mdl.ik_body.pole;
+   
+   v3_add( hips, collar, pole );
+   v3_muls( pole, 0.5f, pole );
+   v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
 
-   v3f butt, fwd;
+   v3_copy( player.view, collar );
+   v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
+   
+   player.mdl.rhip = sinf(vg_time);
+   player.mdl.rcollar = sinf(vg_time)*0.5f;
 
-   m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end );
-   m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end );
-   m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole );
-   m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole );
+   struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
+                   *ik_leg_r = &player.mdl.ik_leg_r,
+                   *ik_arm_l = &player.mdl.ik_arm_l,
+                   *ik_arm_r = &player.mdl.ik_arm_r;
 
-   m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
-   v3_add( butt, player.view, butt );
+   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_r }, ik_leg_r->end );
+   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_l }, ik_leg_l->end );
 
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   v3_muladds( butt, fwd, 0.1f, ik_leg_r.base );
-   v3_muladds( butt, fwd,-0.1f, ik_leg_l.base );
+   m4x3f tomp;
+   m4x3_identity(tomp);
+   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f },  ik_leg_r->pole );
+   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f },  ik_leg_l->pole );
 
-   /* Compute IK */
-   m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
+   /* Arms */
+   v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
+               neckr = {0.0f, 0.5f,-0.2f};
+   
+   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
+   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
 
-   ik_basic( &ik_leg_r, mleg_r, mknee_r );
-   ik_basic( &ik_leg_l, mleg_l, mknee_l );
+   v3_copy( player.handl, ik_arm_l->end );
+   v3_copy( player.handr, ik_arm_r->end );
+   v3_copy( (v3f){ 0.6f,0.7f, 0.4f  }, ik_arm_l->pole );
+   v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
    
-   /* Draw */
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
+   if( thirdperson )
+   {
+      v3f nv;
+      v3_copy( player.v, nv );
+      v3_normalize( nv );
+      v3_muladds( player.view, nv, -3.0f, player.view );
+   }
+   
+   v3f camoffs = {-0.3f,0.0f,0.3f};
+   v3_add( player.view, camoffs, player.view );
 
-   mesh_bind( &player.mesh );
-   m4x4f mat;
+   m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
+}
 
+static void draw_player(void)
+{
+   /* Draw */
    SHADER_USE(shader_standard_lit);
 
        glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
          1, GL_FALSE, (float *)vg_pv );
    glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-   vg_tex2d_bind( &tex_grid, 0 );
 
    GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
    
+#if 0
    float kscale = 0.7f;
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f );
+         0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
 
-   m4x3_expand( player.to_world, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
    submodel_draw( &player.board );
 
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f );
+         0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
    submodel_draw( &player.wheels );
 
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glBlendEquation(GL_FUNC_ADD);
    glDisable( GL_DEPTH_TEST );
+#endif
+#if 0
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f );
+         0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
+   submodel_draw( &player.foot_l );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
+   submodel_draw( &player.foot_r );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
+   submodel_draw( &player.leg_l0 );
 
-   m4x3_expand( mleg_l, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legu );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
+   submodel_draw( &player.leg_l1 );
 
-   m4x3_expand( mknee_l, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legl );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
+   submodel_draw( &player.leg_r0 );
 
-   m4x3_expand( mleg_r, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legu );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
+   submodel_draw( &player.leg_r1 );
 
-   m4x3_expand( mknee_r, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legl );
+   /* arms */
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
+   submodel_draw( &player.arm_l0 );
 
-   m4x3f mbutt;
-   m3x3_copy( player.to_world, mbutt );
-   v3_copy( butt, mbutt[3] );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
+   submodel_draw( &player.arm_l1 );
 
-   m4x3_expand( mbutt, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.torso );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
+   submodel_draw( &player.arm_r0 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
+   submodel_draw( &player.arm_r1 );
+
+   /* body */
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
+   submodel_draw( &player.body );
+
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
+   submodel_draw( &player.head );
 
    glDisable(GL_BLEND);
    glEnable( GL_DEPTH_TEST );
+#endif
+
+   vg_tex2d_bind( &tex_pallet, 0 );
+   //m4x3_identity( player.mdl.mroot );
+   //character_testpose( &player.mdl, vg_time );
+   m4x3_copy( player.to_world, player.mdl.mroot );
+   character_eval( &player.mdl );
+   character_draw( &player.mdl, kuMdl );
 }
 
 void vg_render(void) 
@@ -673,7 +1023,8 @@ void vg_render(void)
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
-   v3_negate( player.view, pos_inv );
+   m4x3_mulv( player.to_world, player.view, pos_inv );
+   v3_negate( pos_inv, pos_inv );
 
    float speed = v3_length( player.v );
    v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
@@ -681,13 +1032,15 @@ void vg_render(void)
 
    m4x3_identity( world_matrix );
    m4x3_rotate_x( world_matrix, 
-         freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f );
+         freecam? 
+         player.look_dir[1]: 
+         0.6f+shake[1]*0.04f+player.look_dir[1] );
+
    m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
    m4x3_translate( world_matrix, pos_inv );
    
    m4x4f world_4x4;
    m4x3_expand( world_matrix, world_4x4 );
-
    m4x4_projection( vg_pv, 
          freecam? 90.0f: 130.0f,
          (float)vg_window_x / (float)vg_window_y, 
@@ -701,9 +1054,9 @@ void vg_render(void)
    glEnable( GL_DEPTH_TEST );
    
    scene_foliage_shader_use();
-   m4x4f temp1;
-   m4x4_identity( temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
+   m4x3f temp1;
+   m4x3_identity( temp1 );
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
          1, GL_FALSE, (float *)temp1 );
 
    vg_tex2d_bind( &tex_norwey, 0 );
@@ -715,10 +1068,10 @@ void vg_render(void)
       scene_debugsdf( &world.foliage );
    
    SHADER_USE(shader_unlit);
-   m4x4f temp2;
-   m4x4_identity(temp2);
-   //m4x4_translate( temp2, player.co );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 
+   m4x3f temp2;
+   m4x3_identity(temp2);
+   m4x3_translate( temp2, player.co );
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 
          1, GL_FALSE, (float *)temp2 );
        glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), 
          1, GL_FALSE, (float *)vg_pv );
@@ -726,18 +1079,27 @@ void vg_render(void)
    glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
    vg_tex2d_bind( &tex_sky, 0 );
 
+   mesh_bind( &world.skydome );
+   mesh_draw( &world.skydome );
+
+#if 0
+   vg_tex2d_bind( &tex_cement, 0 );
+   mesh_bind( &world.cement );
+   mesh_draw( &world.cement );
+#endif
+
    SHADER_USE(shader_standard_lit);
 
        glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
          1, GL_FALSE, (float *)vg_pv );
    glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
          1, GL_FALSE, (float *)temp1 );
 
    vg_tex2d_bind( &tex_grid, 0 );
 
    scene_bind( &world.geo );
+#if 1
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
          0.2f,0.36f,0.25f,1.0f );
    submodel_draw( &world.terrain );
@@ -745,10 +1107,10 @@ void vg_render(void)
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
          0.2f,0.2f,0.21f,1.0f );
    submodel_draw( &world.terrain_rocks );
-
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
          0.4f,0.4f,0.4f,1.0f );
    submodel_draw( &world.terrain_road );
+#endif
    
    scene_bind( &world.detail );
    scene_draw( &world.detail );
@@ -759,7 +1121,7 @@ void vg_render(void)
    vg_lines_drawall( (float *)vg_pv );
 
    /* Debugger camera */
-   glViewport( 0,0, 512, 512 );
+   glViewport( 0,0, 800, 800 );
    glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
    glClear( GL_DEPTH_BUFFER_BIT );
 
@@ -782,6 +1144,7 @@ void vg_render(void)
    if(sv_debugcam)
    {
       glEnable( GL_DEPTH_TEST );
+
       draw_player();
    }