ahdouaeaiwe
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 52d658dcde379a446e60d26631182457f8e9ce24..1e667ca777d0b0d95b3c86c95bb24dbee6a0517c 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,27 +1,49 @@
 #ifndef PLAYER_H
 #define PLAYER_H
 
+#include "audio.h"
 #include "common.h"
+#include "world.h"
 #include "character.h"
+#include "bvh.h"
+
+/* 
+ * Constants 
+ */
+
+static float 
+   k_walkspeed             = 2.0f,
+   k_board_radius          = 0.3f,
+   k_board_length          = 0.45f,
+   k_board_allowance       = 0.04f,
+   k_friction_lat          = 8.8f,
+   k_friction_resistance   = 0.01f,
+   k_max_push_speed        = 16.0f,
+   k_push_accel            = 5.0f,
+   k_push_cycle_rate       = 8.0f,
+   k_steer_ground          = 2.5f,
+   k_steer_air             = 3.6f,
+   k_steer_air_lerp        = 0.3f,
+   k_pump_force            = 000.0f,
+   k_downforce             = 5.0f;
 
 static int freecam = 0;
-static float k_walkspeed = 2.0f; 
 static int walk_grid_iterations = 1;
 
 static struct gplayer
 {
    /* Physics */
-   v3f co, v, a, v_last, m, bob;
-   v4f rot;
+   rigidbody rb, collide_front, collide_back, rb_gate_frame;
+
+   v3f a, v_last, m, bob, vl;
+
+   /* Utility */
    float vswitch, slip, slip_last,
          reverse;
 
    float iY;   /* Yaw inertia */
    int in_air, is_dead, on_board;
 
-   /* Input */
-   v2f joy_l;
-
    v2f board_xy;
    float grab;
    float pitch;
@@ -30,9 +52,7 @@ static struct gplayer
    v3f land_target_log[22];
    u32 land_target_colours[22];
    int land_log_count;
-   m3x3f vr;
-
-   m4x3f to_world, to_local;
+   m3x3f vr,vr_pstep;
    
    struct character mdl;
 
@@ -46,49 +66,34 @@ static struct gplayer
    v2f angles;
    m4x3f camera, camera_inverse;
 }
-player;
-
-static void player_transform_update(void)
-{
-   q_normalize( player.rot );
-   q_m3x3( player.rot, player.to_world );
-   v3_copy( player.co, player.to_world[3] );
-
-   m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
+player = 
 {
-   v3_copy( (v3f){ 0.0f, -2.0f, 0.0f }, player.co );
+   .on_board = 1,
 
-   if( argc == 1 )
-   {
-      if( !strcmp( argv[0], "tutorial" ))
-         v3_copy( world.tutorial, player.co );
-   }
+   .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
+   .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+};
 
-   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
-   q_identity( player.rot );
-   player.vswitch = 1.0f;
-   player.slip_last = 0.0f;
-   player.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
+/* 
+ * Player API
+ */
 
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
 
-   player_transform_update();
-   return 0;
-}
+/*
+ * Free camera movement
+ */
 
 static void player_mouseview(void)
 {
+   if( gui_want_mouse() )
+      return;
+
    static v2f mouse_last,
               view_vel = { 0.0f, 0.0f };
 
    if( vg_get_button_down( "primary" ) )
       v2_copy( vg_mouse, mouse_last );
+
    else if( vg_get_button( "primary" ) )
    {
       v2f delta;
@@ -98,10 +103,12 @@ static void player_mouseview(void)
       v2_muladds( view_vel, delta, 0.005f, view_vel );
    }
    
+   v2_muladds( view_vel, 
+         (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, 
+         0.05f, view_vel );
    v2_muls( view_vel, 0.7f, view_vel );
    v2_add( view_vel, player.angles, player.angles );
    player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
 }
 
 static void player_freecam(void)
@@ -129,24 +136,37 @@ static void player_freecam(void)
    v3_add( move_vel, player.camera_pos, player.camera_pos );
 }
 
+/*
+ * Player Physics Implementation
+ */
+
 static void apply_gravity( v3f vel, float const timestep )
 {
    v3f gravity = { 0.0f, -9.6f, 0.0f };
    v3_muladds( vel, gravity, timestep, vel );
 }
 
+/*
+ * TODO: The angle bias should become greater when launching from a steeper 
+ *       angle and skewed towords more 'downwards' angles when launching from
+ *       shallower trajectories
+ *
+ *       it should also be tweaked by the controller left stick being pushed
+ *       up or down
+ */
 static void player_start_air(void)
 {
+   if( player.in_air )
+      return;
+
    player.in_air = 1;
 
    float pstep = ktimestep*10.0f;
+   float best_velocity_delta = -9999.9f;
+   float k_bias = 0.96f;
 
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
-
-   v3f axis, vup;
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-   v3_cross( vup, player.v, axis );
+   v3f axis;
+   v3_cross( player.rb.up, player.rb.v, axis );
    v3_normalize( axis );
    player.land_log_count = 0;
    
@@ -157,8 +177,8 @@ static void player_start_air(void)
       float vmod = ((float)m / 15.0f)*0.09f;
 
       v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_copy( player.v, pv );
+      v3_copy( player.rb.co, pco );
+      v3_muls( player.rb.v, k_bias, pv );
 
       /* 
        * Try different 'rotations' of the velocity to find the best possible
@@ -173,7 +193,7 @@ static void player_start_air(void)
       q_m3x3( vr_q, vr );
 
       m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, ktimestep, pco );
+      v3_muladds( pco, pv, pstep, pco );
 
       for( int i=0; i<50; i++ )
       {
@@ -205,10 +225,10 @@ static void player_start_air(void)
             if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
             {
                best_velocity_delta = land_delta;
-               best_velocity_mod = vmod;
 
                v3_copy( contact.pos, player.land_target );
-
+               
+               m3x3_copy( vr, player.vr_pstep );
                q_axis_angle( vr_q, axis, vmod*0.1f );
                q_m3x3( vr_q, player.vr );
             }
@@ -224,120 +244,32 @@ static void player_start_air(void)
          }
       }
    }
-
-   //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;
-   v3_copy( pos, ground );
-   ground[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-
-   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      v3f angle;
-      v3_copy( player.v, angle );
-      v3_normalize( angle );
-      float resistance = v3_dot( hit.normal, angle );
-
-      if( resistance < 0.25f )
-      {
-         v3_copy( hit.pos, pos );
-         return 1;
-      }
-   }
-
-   return 0;
-}
-
-static float stable_force( float current, float diff )
+static void draw_cross(v3f pos,u32 colour, float scale)
 {
-   float new = current + diff;
-
-   if( new * current < 0.0f )
-      return 0.0f;
-
-   return new;
+   v3f p0, p1;
+   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
+   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
+   vg_line( p0, p1, colour );
 }
 
-static void player_physics_ground(void)
+static void player_physics_control(void)
 {
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
+   /*
+    * Computing localized friction forces for controlling the character
+    * Friction across X is significantly more than Z
     */
-   v3f contact_front, contact_back, contact_norm, vup, vside,
-       axis;
-   
-   float klength = 0.65f;
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, 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 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;
-   v3_sub( contact_norm, contact_front, v0 );
-   v3_sub( contact_back, contact_front, v1 );
-   v3_cross( v1, v0, norm );
-   v3_normalize( norm );
-
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
-
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
-
-   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 );
-   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;
 
    v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
-
-   /* Calculate local forces */
+   m3x3_mulv( player.rb.to_local, player.rb.v, vel );
+   float slip = 0.0f;
    
    if( fabsf(vel[2]) > 0.01f )
       slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
@@ -353,7 +285,8 @@ static void player_physics_ground(void)
    for( int i=0; i<5; i++ )
    {
       vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
+      vel[0] = stable_force( vel[0], 
+            vg_signf( vel[0] ) * -k_friction_lat*substep );
    }
    
    static double start_push = 0.0;
@@ -362,83 +295,51 @@ static void player_physics_ground(void)
 
    if( !vg_get_button("break") && vg_get_button( "push" ) )
    {
-      float const k_maxpush = 16.0f,
-                  k_pushaccel = 5.0f;
-
-      float cycle_time = vg_time-start_push,
-            amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+      float cycle_time = (vg_time-start_push)*k_push_cycle_rate,
+            amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
             current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_maxpush );
-      new_vel -= vg_minf(current, k_maxpush);
+            new_vel = vg_minf( current + amt, k_max_push_speed );
+      new_vel -= vg_minf(current, k_max_push_speed);
       vel[2] -= new_vel * player.reverse;
    }
-   
-   m3x3_mulv( player.to_world, vel, player.v );
 
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
+   /* Pumping */
+   static float previous = 0.0f;
+   float delta = previous - player.grab,
+          pump = delta * k_pump_force*ktimestep;
+   previous = player.grab;
+
+   v3f p1;
+   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
+   vg_line( player.rb.co, p1, 0xff0000ff );
+
+   vel[1] += pump;
+
+   
+   m3x3_mulv( player.rb.to_world, vel, player.rb.v );
    
    float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+   player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
    
-   /* Too much lean and it starts to look like a snowboard here */
    v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
          ktimestep*5.0f, player.board_xy);
 }
 
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
-}
-
-static void player_physics_air(void)
+static void player_physics_control_air(void)
 {
-   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], player.land_target_colours[i], 1);
+   m3x3_mulv( player.vr, player.rb.v, player.rb.v );
+   draw_cross( player.land_target, 0xff0000ff, 0.25f );
 
-   draw_cross( player.land_target, 0xff0000ff, 1 );
-
-   v3f ground_pos;
-   v3_copy( player.co, ground_pos );
-   ground_pos[1] += 4.0f;
-   
    ray_hit hit;
-   hit.dist = INFINITY;
-   if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      if( hit.pos[1] > player.co[1] )
-      {
-         player.in_air = 0;
-         
-         if( !ray_hit_is_ramp( &hit ) )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.v );
-         }
 
-         return;
-      }
-   }
-   
-   /* Prediction 
+   /* 
+    * Prediction 
     */
    float pstep = ktimestep*10.0f;
 
    v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
+   v3_copy( player.rb.co, pco );
+   v3_copy( player.rb.v, pv );
    
    float time_to_impact = 0.0f;
    float limiter = 1.0f;
@@ -446,6 +347,7 @@ static void player_physics_air(void)
    for( int i=0; i<50; i++ )
    {
       v3_copy( pco, pco1 );
+      m3x3_mulv( player.vr_pstep, pv, pv );
       apply_gravity( pv, pstep );
       v3_muladds( pco, pv, pstep, pco );
 
@@ -461,12 +363,9 @@ static void player_physics_air(void)
       float orig_dist = contact.dist;
       if( ray_world( pco1, vdir, &contact ))
       {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
-         float angle = v3_dot( localup, contact.normal );
+         float angle = v3_dot( player.rb.up, contact.normal );
          v3f axis; 
-         v3_cross( localup, contact.normal, axis );
+         v3_cross( player.rb.up, contact.normal, axis );
 
          time_to_impact += (contact.dist/orig_dist)*pstep;
          limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
@@ -478,29 +377,26 @@ static void player_physics_air(void)
          {
             v4f correction;
             q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rot, player.rot );
+            q_mul( correction, player.rb.q, player.rb.q );
          }
 
-         draw_cross( contact.pos, 0xffff0000, 1 );
+         draw_cross( contact.pos, 0xffff0000, 0.25f );
          break;
       }
       time_to_impact += pstep;
    }
 
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+   player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
    {
+      float iX = vg_get_axis( "vertical" ) * 
+         player.reverse * k_steer_air * limiter * ktimestep;
 
-      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
       static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, 0.3f );
+      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
       
       v4f rotate;
-      v3f vside;
-      
-      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-      q_axis_angle( rotate, vside, siX );
-      q_mul( rotate, player.rot, player.rot );
+      q_axis_angle( rotate, player.rb.right, siX );
+      q_mul( rotate, player.rb.q, player.rb.q );
    }
    
    v2f target = {0.0f,0.0f};
@@ -509,78 +405,231 @@ static void player_physics_air(void)
    v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
 }
 
-static void player_do_motion(void)
+static void player_init(void)
 {
-   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 );
-
-   if( player.in_air )
-      player_physics_air();
+   rb_init( &player.collide_front );
+   rb_init( &player.collide_back  );
+}
 
-   if( !player.in_air )
-      player_physics_ground();
+static void player_physics(void)
+{
+   /*
+    * Update collision fronts
+    */
    
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.co, prevco );
+   rigidbody *rbf = &player.collide_front,
+             *rbb = &player.collide_back;
+
+   m3x3_copy( player.rb.to_world, player.collide_front.to_world );
+   m3x3_copy( player.rb.to_world, player.collide_back.to_world );
    
-   apply_gravity( player.v, ktimestep );
-   v3_muladds( player.co, player.v, ktimestep, player.co );
+   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+   float h = player.air_blend*0.2f;
 
-   /* Integrate inertia */
-   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
-   m3x3_mulv( player.to_world, vup, vup );
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
+   v3_copy( rbf->co, rbf->to_world[3] );
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
+   v3_copy( rbb->co, rbb->to_world[3] );
 
-   static float siY = 0.0f;
+   m4x3_invert_affine( rbf->to_world, rbf->to_local );
+   m4x3_invert_affine( rbb->to_world, rbb->to_local );
 
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
+   rb_update_bounds( rbf );
+   rb_update_bounds( rbb );
 
-   q_axis_angle( rotate, vup, siY );
-   q_mul( rotate, player.rot, player.rot );
+   rb_debug( rbf, 0xff00ffff );
+   rb_debug( rbb, 0xffffff00 );
 
-   player.iY = 0.0f; /* temp */
+   rb_ct manifold[24];
+   int len = 0;
 
-#if 0
-   /* GATE COLLISION */
-   if( gate_intersect( &gate_a, player.co, prevco ) )
+   len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
+   len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len );
+
+   rb_presolve_contacts( manifold, len );
+   v3f surface_avg = {0.0f, 0.0f, 0.0f};
+
+   if( !len )
    {
-      teleport_gate *gate = &gate_a;
-
-      m4x3f transport;
-      m4x3_mul( gate->other->to_world, gate->to_local, transport );
-      m4x3_mulv( transport, player.co, player.co );
-      m3x3_mulv( transport, player.v, player.v );
-      m3x3_mulv( transport, player.v_last, player.v_last );
-      m3x3_mulv( transport, player.m, player.m );
-      m3x3_mulv( transport, player.bob, player.bob );
-
-      v4f transport_rotation;
-      m3x3_q( transport, transport_rotation );
-      q_mul( transport_rotation, player.rot, player.rot );
+      player_start_air();
    }
+   else
+   {
+      for( int i=0; i<len; i++ )
+      {
+         v3_add( manifold[i].n, surface_avg, surface_avg );
+
+#if 0
+         if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
+         {
+            player.is_dead = 1;
+            character_ragdoll_copypose( &player.mdl, player.rb.v );
+            return;
+         }
 #endif
+      }
+
+      v3_normalize( surface_avg );
+
+      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+      {
+         player_start_air();
+      }
+      else
+         player.in_air = 0;
+   }
+
+   for( int j=0; j<5; j++ )
+   {
+      for( int i=0; i<len; i++ )
+      {
+         struct contact *ct = &manifold[i];
+         
+         v3f dv, delta;
+         v3_sub( ct->co, player.rb.co, delta ); 
+         v3_cross( player.rb.w, delta, dv );
+         v3_add( player.rb.v, dv, dv );
+
+         float vn = -v3_dot( dv, ct->n );
+         vn += ct->bias;
 
-   /* Camera and character */
-   player_transform_update();
+         float temp = ct->norm_impulse;
+         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+         vn = ct->norm_impulse - temp;
 
-   player.angles[0] = atan2f( player.v[0], -player.v[2] );
-   player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
-                                       player.v[2]*player.v[2]) ) * 0.3f;
+         v3f impulse;
+         v3_muls( ct->n, vn, impulse );
 
-   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
-   v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend, 
-         player.camera_pos );
+         if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
+             fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+         {
+            player.is_dead = 1;
+            character_ragdoll_copypose( &player.mdl, player.rb.v );
+            return;
+         }
+
+         v3_add( impulse, player.rb.v, player.rb.v );
+         v3_cross( delta, impulse, impulse );
+
+         /*
+          * W Impulses are limited to the Y and X axises, we don't really want
+          * roll angular velocities being included.
+          *
+          * Can also tweak the resistance of each axis here by scaling the wx,wy
+          * components.
+          */
+         
+         float wy = v3_dot( player.rb.up, impulse ),
+               wx = v3_dot( player.rb.right, impulse )*1.5f;
+
+         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
+         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
+      }
+   }
+
+   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+   player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+
+   if( !player.in_air )
+   {
+      v3f axis;
+      float angle = v3_dot( player.rb.up, surface_avg );
+      v3_cross( player.rb.up, surface_avg, axis );
+
+      //float cz = v3_dot( player.rb.forward, axis );
+      //v3_muls( player.rb.forward, cz, axis );
+
+      if( angle < 0.999f )
+      {
+         v4f correction;
+         q_axis_angle( correction, axis, acosf(angle)*0.3f );
+         q_mul( correction, player.rb.q, player.rb.q );
+      }
+
+      v3_muladds( player.rb.v, player.rb.up, 
+            -k_downforce*ktimestep, player.rb.v );
+      player_physics_control();
+   }
+   else
+   {
+      player_physics_control_air();
+   }
 }
 
-static int player_walkgrid_tri_walkable( u32 tri[3] )
+static void player_do_motion(void)
 {
-   return tri[0] < world.sm_road.vertex_count;
+   float horizontal = vg_get_axis("horizontal"),
+         vertical = vg_get_axis("vertical");
+
+   player_physics();
+   
+   /* Integrate velocity */
+   v3f prevco;
+   v3_copy( player.rb.co, prevco );
+   
+   apply_gravity( player.rb.v, ktimestep );
+   v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
+
+   /* Real angular velocity integration */
+   v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
+   if( v3_length2( player.rb.w ) > 0.0f )
+   {
+      v4f rotation;
+      v3f axis;
+      v3_copy( player.rb.w, axis );
+      
+      float mag = v3_length( axis );
+      v3_divs( axis, mag, axis );
+      q_axis_angle( rotation, axis, mag*k_rb_delta );
+      q_mul( rotation, player.rb.q, player.rb.q );
+   }
+
+   /* Faux angular velocity */
+   v4f rotate; 
+
+   static float siY = 0.0f;
+   float lerpq = player.in_air? 0.04f: 0.3f;
+   siY = vg_lerpf( siY, player.iY, lerpq );
+
+   q_axis_angle( rotate, player.rb.up, siY );
+   q_mul( rotate, player.rb.q, player.rb.q );
+   player.iY = 0.0f;
+
+   /* 
+    * Gate intersection, by tracing a line over the gate planes 
+    */
+   for( int i=0; i<world.routes.gate_count; i++ )
+   {
+      struct route_gate *rg = &world.routes.gates[i];
+      teleport_gate *gate = &rg->gate;
+
+      if( gate_intersect( gate, player.rb.co, prevco ) )
+      {
+         m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
+         m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
+         m3x3_mulv( gate->transport, player.vl, player.vl );
+         m3x3_mulv( gate->transport, player.v_last, player.v_last );
+         m3x3_mulv( gate->transport, player.m, player.m );
+         m3x3_mulv( gate->transport, player.bob, player.bob );
+
+         v4f transport_rotation;
+         m3x3_q( gate->transport, transport_rotation );
+         q_mul( transport_rotation, player.rb.q, player.rb.q );
+         
+         world_routes_activate_gate( i );
+         player.rb_gate_frame = player.rb;
+         break;
+      }
+   }
+   
+   rb_update_transform( &player.rb );
 }
 
+/*
+ * Walkgrid implementation,
+ *  loosely based of cmuratoris youtube video 'Killing the Walkmonster'
+ */
+
 #define WALKGRID_SIZE 16
 struct walkgrid
 {
@@ -608,10 +657,6 @@ struct walkgrid
    }
    samples[WALKGRID_SIZE][WALKGRID_SIZE];
 
-#if 0
-   u32 geo[256];
-#endif
-
    boxf region;
 
    float move; /* Current amount of movement we have left to apply */
@@ -621,6 +666,11 @@ struct walkgrid
    float h;
 };
 
+static int player_walkgrid_tri_walkable( u32 tri[3] )
+{
+   return tri[0] > world.sm_geo_std_oob.vertex_count;
+}
+
 /*
  * Get a sample at this pole location, will return 1 if the sample is valid,
  * and pos will be updated to be the intersection location.
@@ -630,13 +680,9 @@ static void player_walkgrid_samplepole( struct grid_sample *s )
    boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f},
                   { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}};
 
-#if 0
-   vg_line( region[0],region[1], 0x20ffffff );
-#endif
-
    u32 geo[256];
    v3f tri[3];
-   int len = bvh_select_triangles( &world.geo, region, geo, 256 );
+   int len = bh_select( &world.geo.bhtris, region, geo, 256 );
    
    const float k_minworld_y = -2000.0f;
 
@@ -647,7 +693,7 @@ static void player_walkgrid_samplepole( struct grid_sample *s )
 
    for( int i=0; i<len; i++ )
    {
-      u32 *ptri = &world.geo.indices[ geo[i] ];
+      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
 
       for( int j=0; j<3; j++ )
          v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
@@ -669,18 +715,11 @@ static void player_walkgrid_samplepole( struct grid_sample *s )
             {
                walk_height = p0[1];
             }
-
-#if 0
-            draw_cross( p0, 0xffffffff, 0.05f );
-#endif
          }
          else
          {
             if( p0[1] > block_height )
                block_height = p0[1];
-#if 0
-            draw_cross( p0, 0xff0000ff, 0.05f );
-#endif
          }
       }
    }
@@ -694,39 +733,6 @@ static void player_walkgrid_samplepole( struct grid_sample *s )
          s->type = k_sample_type_valid;
    else
       s->type = k_sample_type_air;
-   
-#if 0
-   if( s->type == k_sample_type_valid )
-   {
-      vg_line_pt3( s->pos, 0.01f, 0xff00ff00 );
-   }
-#endif
-
-#if 0
-   int count = 0;
-
-   ray_hit hit;
-   hit.dist = 10.0f;
-   count = bvh_raycast( &world.geo, sample_pos, vdir, &hit );
-
-   if( count )
-   {
-      v3_copy( hit.pos, s->pos );
-
-      if( !player_walkgrid_tri_walkable( hit.tri ) )
-      {
-         draw_cross( pos, 0xff0000ff, 0.05f );
-         return 0;
-      }
-      else
-      {
-         draw_cross( pos, 0xff00ff00, 0.05f );
-         return count;
-      }
-   }
-   else
-      return 0;
-#endif
 }
 
 float const k_gridscale = 0.5f;
@@ -756,8 +762,7 @@ static void player_walkgrid_clip_blocker( struct grid_sample *sa,
 
    u32 geo[256];
    v3f tri[3];
-   int len = bvh_select_triangles( &world.geo, cell_region, geo, 256 );
-   
+   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
    
    float start_time = v3_length( clipdir ),
          min_time = start_time;
@@ -766,7 +771,7 @@ static void player_walkgrid_clip_blocker( struct grid_sample *sa,
 
    for( int i=0; i<len; i++ )
    {
-      u32 *ptri = &world.geo.indices[ geo[i] ];
+      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
       for( int j=0; j<3; j++ )
          v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
 
@@ -817,7 +822,7 @@ static void player_walkgrid_clip_edge( struct grid_sample *sa,
    v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*1.1f, cell_region[1]);
 
    u32 geo[256];
-   int len = bvh_select_triangles( &world.geo, cell_region, geo, 256 );
+   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
 
    float max_dist = 0.0f;
    v3f tri[3];
@@ -827,7 +832,7 @@ static void player_walkgrid_clip_edge( struct grid_sample *sa,
 
    for( int i=0; i<len; i++ )
    {
-      u32 *ptri = &world.geo.indices[ geo[i] ];
+      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
       for( int j=0; j<3; j++ )
          v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
       
@@ -868,29 +873,6 @@ static void player_walkgrid_clip_edge( struct grid_sample *sa,
    }
 }
 
-static void player_walkgrid_clip( struct grid_sample *sa,
-                                  struct grid_sample *sb,
-                                  enum eclipdir dir )
-{
-   int mintype = VG_MIN( sa->type, sb->type ),
-       maxtype = VG_MAX( sa->type, sb->type );
-
-   if( maxtype == k_sample_type_valid )
-   {
-      if( mintype == k_sample_type_air || mintype == k_sample_type_invalid )
-      {
-         player_walkgrid_clip_edge( sa, sb, sa, dir );
-      }
-
-#if 0
-      else if( mintype == k_sample_type_invalid )
-      {
-         player_walkgrid_clip_blocker( sa, sb, dir );
-      }
-#endif
-   }
-}
-
 static const struct conf
 {
    struct confedge
@@ -1024,25 +1006,13 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter)
     * the intersections with the grid, and any edges that are present
     */
 
-#if 0
-   if( wg->cell_id[0] < 0 || wg->cell_id[0] >= WALKGRID_SIZE-1 ||
-       wg->cell_id[1] < 0 || wg->cell_id[1] >= WALKGRID_SIZE-1 )
-   {
-      /*
-       * This condition should never be reached if the grid size is big 
-       * enough
-       */
-      wg->move = -1.0f;
-      return;
-   }
-#endif
-
    u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
    
    v3f pa, pb, pc, pd, pl0, pl1;
    pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
    pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
    pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
+#if 0
    pb[0] = pa[0];
    pb[1] = pa[1];
    pb[2] = pa[2] + k_gridscale;
@@ -1052,7 +1022,7 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter)
    pd[0] = pa[0] + k_gridscale;
    pd[1] = pa[1];
    pd[2] = pa[2];
-#if 0
+   /* if you want to draw the current cell */
    vg_line( pa, pb, 0xff00ffff );
    vg_line( pb, pc, 0xff00ffff );
    vg_line( pc, pd, 0xff00ffff );
@@ -1236,7 +1206,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg)
 
    v3f world;
    world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
-   world[1] = player.co[1];
+   world[1] = player.rb.co[1];
    world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
 
    struct grid_sample *corners[4];
@@ -1372,7 +1342,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg)
       }
    }
 
-   v3_copy( world, player.co );
+   v3_copy( world, player.rb.co );
 }
 
 static void player_walkgrid_getsurface(void)
@@ -1385,7 +1355,7 @@ static void player_walkgrid_getsurface(void)
    static struct walkgrid wg;
 
    v3f cell;
-   v3_copy( player.co, cell );
+   v3_copy( player.rb.co, cell );
    player_walkgrid_floor( cell );
 
    v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
@@ -1411,6 +1381,11 @@ static void player_walkgrid_getsurface(void)
          v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
       if( glfwGetKey( vg_window, GLFW_KEY_D ) )
          v3_muladds( delta, side,  ktimestep*k_walkspeed, delta );
+
+      v3_muladds( delta, fwd, 
+            vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta );
+      v3_muladds( delta, side, 
+            vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta );
    }
 
    /* 
@@ -1422,8 +1397,8 @@ static void player_walkgrid_getsurface(void)
 
    v2f region_pos = 
    {
-      (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
-      (player.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
+      (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
+      (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
    };
    v2f region_cell_pos;
    v2_floor( region_pos, region_cell_pos );
@@ -1432,73 +1407,6 @@ static void player_walkgrid_getsurface(void)
    wg.cell_id[0] = region_cell_pos[0];
    wg.cell_id[1] = region_cell_pos[1];
 
-
-#if 0
-   /* Get surface samples
-    *
-    * TODO: Replace this with a spiral starting from the player position
-    */
-   for( int y=0; y<WALKGRID_SIZE; y++ )
-   {
-      for( int x=0; x<WALKGRID_SIZE; x++ )
-      {
-         struct grid_sample *s = &wg.samples[y][x];
-         v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
-         s->pos[1] = cell[1];
-         player_walkgrid_samplepole( s );
-      }
-   }
-   
-   /* 
-    * Calculate h+v clipping distances.
-    * Distances are stored in A always, so you know that if the sample is
-    * invalid, this signifies the start of the manifold as opposed to the
-    * extent or bounds of it.
-    */
-   for( int i=0; i<2; i++ )
-   {
-      for( int x=0; x<WALKGRID_SIZE; x++ )
-      {
-         for( int z=0; z<WALKGRID_SIZE-1; z++ )
-         {
-            struct grid_sample *sa, *sb;
-            if( i == 1 )
-            {
-               sa = &wg.samples[z][x];
-               sb = &wg.samples[z+1][x];
-            }
-            else
-            {
-               sa = &wg.samples[x][z];
-               sb = &wg.samples[x][z+1];
-            }
-            
-            player_walkgrid_clip( sa, sb, i );
-
-            if( sa->type == k_sample_type_valid && 
-                sb->type == k_sample_type_valid )
-               vg_line( sa->pos, sb->pos, 0xffffffff );
-#if 0
-            if( sa->valid != sb->valid )
-            {
-               clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale;
-
-               player_walkgrid_clip( sa->valid? sa->pos: sb->pos,
-                                     clipdir, sa->clip[i] );
-            }
-            else
-            {
-               if( sa->valid )
-               {
-                  vg_line( sa->pos, sb->pos, 0xffffffff );
-               }
-            }
-#endif
-         }
-      }
-   }
-#endif
-   
    for(int y=0; y<WALKGRID_SIZE; y++ )
    {
       for(int x=0; x<WALKGRID_SIZE; x++ )
@@ -1626,13 +1534,6 @@ static void player_walkgrid_getsurface(void)
          break;
    }
 
-#if 0
-   player.co[0] += wg.dir[0];
-   player.co[2] += wg.dir[1];
-#endif
-
-
-
    /* Draw connections */
    struct grid_sample *corners[4];
    for( int x=0; x<WALKGRID_SIZE-1; x++ )
@@ -1675,63 +1576,80 @@ static void player_walkgrid(void)
 {
    player_walkgrid_getsurface();
    
-   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
    player_mouseview();
-   player_transform_update();
+   rb_update_transform( &player.rb );
 }
 
+/*
+ * Animation
+ */
+
 static void player_animate(void)
 {
    /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
+   v3_sub( player.rb.v, player.v_last, player.a );
+   v3_copy( player.rb.v, player.v_last );
 
    v3_add( player.m, player.a, player.m );
    v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-   v3f target;
-   
+
    player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+   player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
    player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_copy( player.m, target );
-   v3_lerp( player.bob, target, 0.2f, player.bob );
+   v3_lerp( player.bob, player.m, 0.2f, player.bob );
 
    /* Head */
-   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 lslip = fabsf(player.slip);
 
    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, player.bob, offset );
+   v3_zero( offset );
+   m3x3_mulv( player.rb.to_local, player.bob, offset );
+
+   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
+   
+   float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
+   float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
+   float sign = vg_signf( kicks );
+   speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
+   speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
+
+   offset[0] *= 0.26f;
+   offset[0] += speed_wobble_2*3.0f;
 
-   offset[0] *= 0.3333f;
-   offset[1] *= -0.25f;
-   offset[2] *= 0.7f;
-   v3_muladds( head, offset, 0.7f, head );
-   head[1] = vg_clampf( head[1], 0.3f, kheight );
+   offset[1] *= -0.3f;
+   offset[2] *= 0.01f;
 
+   offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
+   offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
+
+   /* 
+    * Player rotation 
+    */
 #if 0
-   if( !freecam )
+   float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} );
+   v3f axis; 
+   v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis );
+
+   v4f correction;
+   if( angle < 0.99f && 0 )
    {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
+      m3x3_mulv( player.rb.to_local, axis, axis );
+      q_axis_angle( correction, axis, acosf(angle) );
+   }
+   else
+   {
+      q_identity( correction );
    }
-#endif
 
    /* 
     * Animation blending
     * ===========================================
     */
+#endif
 
    static float fslide = 0.0f;
    static float fdirz = 0.0f;
@@ -1739,42 +1657,41 @@ static void player_animate(void)
    static float fstand = 0.0f;
    static float ffly = 0.0f;
 
-   float speed = v3_length( player.v );
+   float speed = v3_length( player.rb.v );
    
    fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
-            0.0f,1.0f), 0.04f);
+   fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f);
    fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
+   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.01f );
    ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
 
    character_pose_reset( &player.mdl );
 
+   /* TODO */
+   float fstand1 = 1.0f-(1.0f-fstand)*0.0f;
+
    float amt_air = ffly*ffly,
          amt_ground = 1.0f-amt_air,
          amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand,
-         amt_aero = amt_std * (1.0f-fstand),
+         amt_stand = amt_std * fstand1,
+         amt_aero = amt_std * (1.0f-fstand1),
          amt_slide = amt_ground * fslide;
 
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
+   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz );
+   character_final_pose( &player.mdl, offset, 
+         &pose_stand_reverse, amt_stand * (1.0f-fdirz) );
+
    character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
    character_final_pose( &player.mdl, offset, 
          &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
+
    character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
    character_final_pose( &player.mdl, offset, 
          &pose_slide1, amt_slide*(1.0f-fdirx) );
 
-   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
+   character_final_pose( &player.mdl, (v4f){0.0f,0.0f,0.0f,1.0f}, 
          &pose_fly, amt_air );
 
-   /* Camera position */
-   v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f, 
-            player.smooth_localcam );
-   v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
-   player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
-   m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
-
    /* 
     * Additive effects
     * ==========================
@@ -1783,9 +1700,7 @@ static void player_animate(void)
                    *arm_r = &player.mdl.ik_arm_r;
 
    v3f localv;
-   m3x3_mulv( player.to_local, player.v, localv );
-   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
-   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
+   m3x3_mulv( player.rb.to_local, player.rb.v, localv );
 
    /* New board transformation */
    v4f board_rotation; v3f board_location;
@@ -1860,8 +1775,8 @@ static void player_animate(void)
       }
    }
 
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+   v3_lerp( player.handl, player.handl_target, 1.0f, player.handl );
+   v3_lerp( player.handr, player.handr_target, 1.0f, player.handr );
 
    v3_copy( player.handl, player.mdl.ik_arm_l.end );
    v3_copy( player.handr, player.mdl.ik_arm_r.end );
@@ -1869,60 +1784,278 @@ static void player_animate(void)
    /* Head rotation */
 
    static float rhead = 0.0f;
+   static const float klook_max = 0.8f;
    rhead = vg_lerpf( rhead,
-         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
+         vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f );
    player.mdl.rhead = rhead;
 }
 
-static void player_update(void)
+static void player_camera_update(void)
 {
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
+   /* Update camera matrices */
+   m4x3_identity( player.camera );
+   m4x3_rotate_y( player.camera, -player.angles[0] );
+   m4x3_rotate_x( player.camera, -player.angles[1] );
+   v3_copy( player.camera_pos, player.camera[3] );
+   m4x3_invert_affine( player.camera, player.camera_inverse );
+}
+
+static void player_animate_death_cam(void)
+{
+   v3f delta;
+   v3f head_pos;
+   v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
+
+   v3_sub( head_pos, player.camera_pos, delta );
+   v3_normalize( delta );
+
+   v3f follow_pos;
+   v3_muladds( head_pos, delta, -2.5f, follow_pos );
+   v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
+
+   /* 
+    * Make sure the camera stays above the ground
+    */
+   v3f min_height = {0.0f,1.0f,0.0f};
+
+   v3f sample;
+   v3_add( player.camera_pos, min_height, sample );
+   ray_hit hit;
+   hit.dist = min_height[1]*2.0f;
+
+   if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      v3_add( hit.pos, min_height, player.camera_pos );
+
+   player.camera_pos[1] = 
+      vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+
+   player.angles[0] = atan2f( delta[0], -delta[2] ); 
+   player.angles[1] = -asinf( delta[1] );
+}
+
+static void player_animate_camera(void)
+{
+   v3f offs = { -0.29f, 0.08f, 0.0f };
+   m3x3_mulv( player.rb.to_world, offs, offs );
+   m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos );
+   v3_add( offs, player.camera_pos, player.camera_pos );
+   
+   /* Look angles */
+   v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
+
+   float yaw = atan2f(  player.vl[0], -player.vl[2] ),
+       pitch = atan2f( -player.vl[1], 
+             sqrtf(
+               player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
+             )) * 0.7f;
+
+   player.angles[0] = yaw;
+   player.angles[1] = pitch + 0.30f;
+
+   /* Camera shake */
+   static v2f shake_damp = {0.0f,0.0f};
+   v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
+   v2_muls( shake, v3_length(player.rb.v)*0.3f 
+                        * (1.0f+fabsf(player.slip)), shake);
+
+   v2_lerp( shake_damp, shake, 0.01f, shake_damp );
+   shake_damp[0] *= 0.2f;
+
+   v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
+}
+
+/* 
+ * Audio
+ */
+static void player_audio(void)
+{
+   float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
+         attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
+   attn = (1.0f/(attn*attn)) * speed;
+
+   static float air = 0.0f;
+   air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f);
+   
+   v3f ears = { 1.0f,0.0f,0.0f };
+   v3f delta;
+
+   v3_sub( player.rb.co, player.camera[3], delta );
+   v3_normalize( delta );
+   m3x3_mulv( player.camera, ears, ears );
+
+   float pan = v3_dot( ears, delta );
+   audio_player0.pan = pan;
+   audio_player1.pan = pan;
+   audio_player2.pan = pan;
 
    if( freecam )
    {
-      player_freecam();
+      audio_player0.vol = 0.0f;
+      audio_player1.vol = 0.0f;
+      audio_player2.vol = 0.0f;
    }
    else
    {
       if( player.is_dead )
       {
-         character_ragdoll_iter( &player.mdl );
-         character_debug_ragdoll( &player.mdl );
+         audio_player0.vol = 0.0f;
+         audio_player1.vol = 0.0f;
+         audio_player2.vol = 0.0f;
       }
       else
       {
-         if( player.on_board )
+         float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f );
+         audio_player0.vol = (1.0f-air)*attn*(1.0f-slide);
+         audio_player1.vol =       air *attn;
+         audio_player2.vol = (1.0f-air)*attn*slide;
+      }
+   }
+}
+
+/*
+ * Public Endpoints
+ */
+static float *player_cam_pos(void)
+{
+   return player.camera_pos;
+}
+
+static int reset_player( int argc, char const *argv[] )
+{
+   struct respawn_point *rp = NULL, *r;
+
+   if( argc == 1 )
+   {
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         r = &world.spawns[i];
+         if( !strcmp( r->name, argv[0] ) )
          {
-            player_do_motion();
-            player_animate();
+            rp = r;
+            break;
          }
-         else
+      }
+
+      if( !rp )
+         vg_warn( "No spawn named '%s'\n", argv[0] );
+   }
+
+   if( !rp )
+   {
+      float min_dist = INFINITY;
+
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         r = &world.spawns[i];
+         float d = v3_dist2( r->co, player.rb.co );
+         
+         vg_info( "Dist %s : %f\n", r->name, d );
+         if( d < min_dist )
          {
-            player_walkgrid();
+            min_dist = d;
+            rp = r;
          }
       }
    }
 
-   /* Update camera matrices */
-   m4x3_identity( player.camera );
-   m4x3_rotate_y( player.camera, -player.angles[0] );
-   m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
-   v3_copy( player.camera_pos, player.camera[3] );
-   m4x3_invert_affine( player.camera, player.camera_inverse );
+   if( !rp )
+   {
+      vg_error( "No spawn found\n" );
+      if( !world.spawn_count )
+         return 0;
+
+      rp = &world.spawns[0];
+   }
+
+   v4_copy( rp->q, player.rb.q );
+   v3_copy( rp->co, player.rb.co );
+
+   player.vswitch = 1.0f;
+   player.slip_last = 0.0f;
+   player.is_dead = 0;
+   player.in_air = 1;
+   m3x3_identity( player.vr );
+
+   player.mdl.shoes[0] = 1;
+   player.mdl.shoes[1] = 1;
+   
+   rb_update_transform( &player.rb );
+   m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
+
+   player.rb_gate_frame = player.rb;
+   return 1;
+}
+
+static void player_update(void)
+{
+   for( int i=0; i<player.land_log_count; i++ )
+      draw_cross( player.land_target_log[i], 
+            player.land_target_colours[i], 0.25f);
+
+   if( vg_get_axis("grabl")>0.0f)
+   {
+      player.rb = player.rb_gate_frame;
+      player.is_dead = 0;
+      player.in_air = 1;
+      m3x3_identity( player.vr );
+
+      player.mdl.shoes[0] = 1;
+      player.mdl.shoes[1] = 1;
+
+      world_routes_notify_reset();
+   }
+
+   if( vg_get_button_down( "switchmode" ) )
+   {
+      player.on_board ^= 0x1;
+   }
+
+   if( player.is_dead )
+   {
+      character_ragdoll_iter( &player.mdl );
+      character_debug_ragdoll( &player.mdl );
+
+      if( !freecam )
+         player_animate_death_cam();
+   }
+   else
+   {
+      if( player.on_board )
+      {
+         player_do_motion();
+         player_animate();
+
+         if( !freecam )
+            player_animate_camera();
+      }
+      else
+      {
+         player_walkgrid();
+      }
+   }
+
+   if( freecam )
+      player_freecam();
+
+   player_camera_update();
+   player_audio();
 }
 
 static void draw_player(void)
 {
    /* Draw */
-   m4x3_copy( player.to_world, player.mdl.mroot );
+   m4x3_copy( player.rb.to_world, player.mdl.mroot );
 
    if( player.is_dead )
       character_mimic_ragdoll( &player.mdl );
    else
       character_eval( &player.mdl );
 
-   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+   float opacity = 1.0f-player.air_blend;
+   if( player.is_dead )
+      opacity = 0.0f;
+
+   character_draw( &player.mdl, opacity, player.camera );
 }
 
 #endif /* PLAYER_H */