stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 377156d6d69bf3e2d531b00a51c6eeb72d93db46..6c819801b01f664310d73f91144bc1be1911ab92 100644 (file)
--- a/player.h
+++ b/player.h
@@ -3,13 +3,16 @@
 
 #include "common.h"
 #include "character.h"
+#include "bvh.h"
 
 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;
+   v3f co, v, a, v_last, m, bob, vl;
    v4f rot;
    float vswitch, slip, slip_last,
          reverse;
@@ -28,7 +31,7 @@ static struct gplayer
    v3f land_target_log[22];
    u32 land_target_colours[22];
    int land_log_count;
-   m3x3f vr;
+   m3x3f vr,vr_pstep;
 
    m4x3f to_world, to_local;
    
@@ -44,7 +47,10 @@ static struct gplayer
    v2f angles;
    m4x3f camera, camera_inverse;
 }
-player;
+player = 
+{
+   .on_board = 1
+};
 
 static void player_transform_update(void)
 {
@@ -57,7 +63,7 @@ static void player_transform_update(void)
 
 static int reset_player( int argc, char const *argv[] )
 {
-   v3_zero( player.co );
+   v3_copy( (v3f){ 0.0f, -2.0f, 0.0f }, player.co );
 
    if( argc == 1 )
    {
@@ -87,6 +93,7 @@ static void player_mouseview(void)
 
    if( vg_get_button_down( "primary" ) )
       v2_copy( vg_mouse, mouse_last );
+
    else if( vg_get_button( "primary" ) )
    {
       v2f delta;
@@ -96,10 +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)
@@ -133,6 +142,11 @@ static void apply_gravity( v3f vel, float const timestep )
    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
+ */
 static void player_start_air(void)
 {
    player.in_air = 1;
@@ -142,6 +156,8 @@ static void player_start_air(void)
    float best_velocity_mod = 0.0f,
          best_velocity_delta = -9999.9f;
 
+   float k_bias = 0.97f;
+
    v3f axis, vup;
    m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
    v3_cross( vup, player.v, axis );
@@ -156,7 +172,7 @@ static void player_start_air(void)
 
       v3f pco, pco1, pv;
       v3_copy( player.co, pco );
-      v3_copy( player.v, pv );
+      v3_muls( player.v, k_bias, pv );
 
       /* 
        * Try different 'rotations' of the velocity to find the best possible
@@ -171,7 +187,7 @@ 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++ )
       {
@@ -206,7 +222,8 @@ static void player_start_air(void)
                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 );
             }
@@ -351,7 +368,9 @@ 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 );
+
+      /* This used to be -7.0 */
+      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -10.0f *substep );
    }
    
    static double start_push = 0.0;
@@ -403,9 +422,6 @@ static void draw_cross(v3f pos,u32 colour, float scale)
 static void player_physics_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);
-
    draw_cross( player.land_target, 0xff0000ff, 1 );
 
    v3f ground_pos;
@@ -431,8 +447,6 @@ static void player_physics_air(void)
    }
    
    /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
     */
    float pstep = ktimestep*10.0f;
 
@@ -446,6 +460,7 @@ 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 );
 
@@ -490,7 +505,8 @@ static void player_physics_air(void)
    player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
    {
 
-      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+      float iX = vg_get_axis( "vertical" ) * 
+         player.reverse * 3.6f * limiter * ktimestep;
       static float siX = 0.0f;
       siX = vg_lerpf( siX, iX, 0.3f );
       
@@ -544,159 +560,984 @@ static void player_do_motion(void)
 
    player.iY = 0.0f; /* temp */
 
-#if 0
    /* GATE COLLISION */
-   if( gate_intersect( &gate_a, player.co, prevco ) )
+
+   for( int i=0; i<world.gate_count; i++ )
    {
-      teleport_gate *gate = &gate_a;
+      teleport_gate *gate = &world.gates[i];
 
-      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 );
+      if( gate_intersect( gate, player.co, prevco ) )
+      {
+         m4x3_mulv( gate->transport, player.co, player.co );
+         m3x3_mulv( gate->transport, player.v, player.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( transport, transport_rotation );
-      q_mul( transport_rotation, player.rot, player.rot );
+         v4f transport_rotation;
+         m3x3_q( gate->transport, transport_rotation );
+         q_mul( transport_rotation, player.rot, player.rot );
+
+         break;
+      }
    }
-#endif
 
    /* Camera and character */
    player_transform_update();
+   
+   v3_lerp( player.vl, player.v, 0.05f, player.vl );
 
-   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;
+   player.angles[0] = atan2f(  player.vl[0], -player.vl[2] );
+   player.angles[1] = atan2f( -player.vl[1], sqrtf(player.vl[0]*player.vl[0]+
+                                            player.vl[2]*player.vl[2]) ) * 0.3f;
+}
 
-   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 );
+static int player_walkgrid_tri_walkable( u32 tri[3] )
+{
+   return tri[0] < world.sm_road.vertex_count;
 }
 
-static void player_walkgrid(void)
+#define WALKGRID_SIZE 16
+struct walkgrid
 {
-   float const k_gridscale = 0.5f;
-   float const k_stepheight = 0.5f;
-   float const k_walkspeed = 6.0f;
-   float const k_miny = 0.6f;
-   float const k_height = 1.78f;
-   int const k_gridamt = 8;
+   struct grid_sample
+   {
+      enum sample_type
+      {
+         k_sample_type_air,      /* Nothing was hit. */
+         k_sample_type_invalid,  /* The point is invalid, but there is a sample
+                                    underneath that can be used */
+         k_sample_type_valid,    /* This point is good */
+      }
+      type;
 
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
+      v3f clip[2];
+      v3f pos;
+
+      enum traverse_state
+      {
+         k_traverse_none = 0x00,
+         k_traverse_h    = 0x01,
+         k_traverse_v    = 0x02
+      }
+      state;
+   }
+   samples[WALKGRID_SIZE][WALKGRID_SIZE];
+
+   boxf region;
+
+   float move; /* Current amount of movement we have left to apply */
+   v2f dir;    /* The movement delta */
+   v2i cell_id;/* Current cell */
+   v2f pos;    /* Local position (in cell) */
+   float h;
+};
+
+/*
+ * 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.
+ */
+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}};
+
+   u32 geo[256];
+   v3f tri[3];
+   int len = bh_select( &world.geo.bhtris, region, geo, 256 );
    
-   struct grid_sample
+   const float k_minworld_y = -2000.0f;
+
+   float walk_height = k_minworld_y,
+         block_height = k_minworld_y;
+
+   s->type = k_sample_type_air;
+
+   for( int i=0; i<len; i++ )
    {
-      ray_hit hit;
-      int valid;
+      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] );
+      
+      v3f vdown = {0.0f,-1.0f,0.0f};
+      v3f sample_from;
+      v3_copy( s->pos, sample_from );
+      sample_from[1] = region[1][1];
+      
+      float dist;
+      if( ray_tri( tri, sample_from, vdown, &dist ))
+      {
+         v3f p0;
+         v3_muladds( sample_from, vdown, dist, p0 );
+
+         if( player_walkgrid_tri_walkable(ptri) )
+         {
+            if( p0[1] > walk_height )
+            {
+               walk_height = p0[1];
+            }
+         }
+         else
+         {
+            if( p0[1] > block_height )
+               block_height = p0[1];
+         }
+      }
    }
-   samples[ k_gridamt ][ k_gridamt ];
 
-   v3f grid_origin;
-   v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, 
-         (float)(k_gridamt/2) * k_gridscale, grid_origin );
+   s->pos[1] = walk_height;
 
-   /* 
-    * Get sample 'poles'
-    */
-   for( int y=0; y<k_gridamt; y++ )
+   if( walk_height > k_minworld_y )
+      if( block_height > walk_height )
+         s->type = k_sample_type_invalid;
+      else
+         s->type = k_sample_type_valid;
+   else
+      s->type = k_sample_type_air;
+}
+
+float const k_gridscale = 0.5f;
+
+enum eclipdir
+{
+   k_eclipdir_h = 0,
+   k_eclipdir_v = 1
+};
+
+static void player_walkgrid_clip_blocker( struct grid_sample *sa,
+                                          struct grid_sample *sb,
+                                          struct grid_sample *st,
+                                          enum eclipdir dir )
+{
+   v3f clipdir, pos;
+   int valid_a = sa->type == k_sample_type_valid,
+       valid_b = sb->type == k_sample_type_valid;
+   struct grid_sample *target = valid_a? sa: sb,
+                      *other  = valid_a? sb: sa;
+   v3_copy( target->pos, pos );
+   v3_sub( other->pos, target->pos, clipdir );
+
+   boxf cell_region;
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]);
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*2.1f, cell_region[1]);
+
+   u32 geo[256];
+   v3f tri[3];
+   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
+   
+   float start_time = v3_length( clipdir ),
+         min_time = start_time;
+   v3_normalize( clipdir );
+   v3_muls( clipdir, 0.0001f, st->clip[dir] );
+
+   for( int i=0; i<len; i++ )
    {
-      for( int x=0; x<k_gridamt; x++ )
+      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] );
+
+      if( player_walkgrid_tri_walkable(ptri) )
+         continue;
+
+      float dist;
+      if(ray_tri( tri, pos, clipdir, &dist ))
       {
-         v3f sample_coord;
-         v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
-         sample_coord[1] += k_height;
+         if( dist > 0.0f && dist < min_time )
+         {
+            min_time = dist;
+            sb->type = k_sample_type_air;
+         }
+      }
+   }
+
+   if( !(min_time < start_time) )
+      min_time = 0.5f * k_gridscale;
 
-         struct grid_sample *sample = &samples[y][x];
-         sample->valid = 0;
-         sample->hit.dist = k_stepheight+k_height;
+   min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
 
-         if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
+   v3_muls( clipdir, min_time, st->clip[dir] );
+
+   v3f p0;
+   v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
+}
+
+static void player_walkgrid_clip_edge( struct grid_sample *sa,
+                                       struct grid_sample *sb,
+                                       struct grid_sample *st, /* data store */
+                                       enum eclipdir dir )
+{
+   v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos;
+   int valid_a = sa->type == k_sample_type_valid,
+       valid_b = sb->type == k_sample_type_valid;
+
+   struct grid_sample *target = valid_a? sa: sb,
+                      *other  = valid_a? sb: sa;
+   
+   v3_sub( other->pos, target->pos, clipdir );
+   clipdir[1] = 0.0f;
+
+   v3_copy( target->pos, pos );
+
+   boxf cell_region;
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]);
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*1.1f, cell_region[1]);
+
+   u32 geo[256];
+   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
+
+   float max_dist = 0.0f;
+   v3f tri[3];
+   v3f perp;
+   v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp );
+   v3_muls( clipdir, 0.001f, st->clip[dir] );
+
+   for( int i=0; i<len; 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] );
+      
+      if( !player_walkgrid_tri_walkable(ptri) )
+         continue;
+
+      for( int k=0; k<3; k++ )
+      {
+         int ia = k,
+             ib = (k+1)%3;
+         
+         v3f v0, v1;
+         v3_sub( tri[ia], pos, v0 );
+         v3_sub( tri[ib], pos, v1 );
+
+         if( (clipdir[2]*v0[0] - clipdir[0]*v0[2]) *
+             (clipdir[2]*v1[0] - clipdir[0]*v1[2]) < 0.0f )
          {
-            if( sample->hit.normal[1] >= k_miny &&
-                ray_hit_is_ramp( &sample->hit ))
+            float da = v3_dot(v0,perp),
+                  db = v3_dot(v1,perp),
+                  d  = da-db,
+                  qa = da/d;
+
+            v3f p0;
+            v3_muls( v1, qa, p0 );
+            v3_muladds( p0, v0, 1.0f-qa, p0 );
+            
+            float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir);
+
+            if( h >= max_dist && h <= 1.0f )
             {
-               sample->valid = 1;
-               draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
+               max_dist = h;
+               float l = 1.0f/v3_length(clipdir);
+               v3_muls( p0, l, st->clip[dir] );
             }
-            else
-               draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
          }
       }
    }
+}
+
+static const struct conf
+{
+   struct confedge
+   {  
+      /* i: sample index
+       * d: data index
+       * a: axis index
+       * o: the 'other' point to do a A/B test with
+       *       if its -1, all AB is done.
+       */
+      int i0, i1, 
+          d0, d1,
+          a0, a1,
+          o0, o1;
+   }
+   edges[2];
+   int edge_count;
+}
+k_walkgrid_configs[16] = {
+   {{},0},
+   {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
+   {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
+   {{{ 2,3, 1,0, 0,0,  3,-1 }}, 1},
+
+   {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
+   {{{ 3,3, 3,0, 1,0, -1,-1 },
+     { 1,1, 0,1, 1,0, -1,-1 }}, 2},
+   {{{ 1,2, 0,3, 1,1,  2,-1 }}, 1},
+   {{{ 1,3, 0,0, 1,0,  2, 2 }}, 1},
+
+   {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
+   {{{ 3,0, 3,0, 1,1,  0,-1 }}, 1},
+   {{{ 2,2, 1,3, 0,1, -1,-1 },
+     { 0,0, 0,0, 0,1, -1,-1 }}, 2},
+   {{{ 2,0, 1,0, 0,1,  3, 3 }}, 1},
+
+   {{{ 0,1, 0,1, 0,0,  1,-1 }}, 1},
+   {{{ 3,1, 3,1, 1,0,  0, 0 }}, 1},
+   {{{ 0,2, 0,3, 0,1,  1, 1 }}, 1},
+   {{},0},
+};
+
+/* 
+ * Get a buffer of edges from cell location
+ */
+static const struct conf *player_walkgrid_conf( struct walkgrid *wg, 
+      v2i cell,
+      struct grid_sample *corners[4] )
+{
+   corners[0] = &wg->samples[cell[1]  ][cell[0]  ];
+   corners[1] = &wg->samples[cell[1]+1][cell[0]  ];
+   corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
+   corners[3] = &wg->samples[cell[1]  ][cell[0]+1];
+
+   u32 vd0 = corners[0]->type == k_sample_type_valid,
+       vd1 = corners[1]->type == k_sample_type_valid,
+       vd2 = corners[2]->type == k_sample_type_valid,
+       vd3 = corners[3]->type == k_sample_type_valid,
+       config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3;
+
+   return &k_walkgrid_configs[ config ];
+}
+
+static void player_walkgrid_floor(v3f pos)
+{
+   v3_muls( pos, 1.0f/k_gridscale, pos );
+   v3_floor( pos, pos );
+   v3_muls( pos, k_gridscale, pos );
+}
+
+/* 
+ * Computes the barycentric coordinate of location on a triangle (vertical),
+ * then sets the Y position to the interpolation of the three points
+ */
+static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos )
+{
+   v3f v0,v1,v2; 
+   v3_sub( b, a, v0 );
+   v3_sub( c, a, v1 );
+   v3_sub( pos, a, v2 );
+
+   float d = v0[0]*v1[2] - v1[0]*v0[2],
+         v = (v2[0]*v1[2] - v1[0]*v2[2]) / d,
+         w = (v0[0]*v2[2] - v2[0]*v0[2]) / d,
+         u = 1.0f - v - w;
+
+   vg_line( pos, a, 0xffff0000 );
+   vg_line( pos, b, 0xff00ff00 );
+   vg_line( pos, c, 0xff0000ff );
+   pos[1] = u*a[1] + v*b[1] + w*c[1];
+}
+
+/*
+ * Get the minimum time value of pos+dir until a cell edge
+ *
+ * t[0] -> t[3] are the individual time values
+ * t[5] & t[6]  are the maximum axis values
+ * t[6] is the minimum value
+ *
+ */
+static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir )
+{
+   v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
+
+   t[0] = 999.9f;
+   t[1] = 999.9f;
+   t[2] = 999.9f;
+   t[3] = 999.9f;
+   
+   if( fabsf(dir[0]) > 0.0001f )
+   {
+      t[0] = (0.0f-pos[0]) * frac[0];
+      t[1] = (1.0f-pos[0]) * frac[0];
+   }
+   if( fabsf(dir[1]) > 0.0001f )
+   {
+      t[2] = (0.0f-pos[1]) * frac[1];
+      t[3] = (1.0f-pos[1]) * frac[1];
+   }
+
+   t[4] = vg_maxf(t[0],t[1]);
+   t[5] = vg_maxf(t[2],t[3]);
+   t[6] = vg_minf(t[4],t[5]);
+}
+
+static void player_walkgrid_iter(struct walkgrid *wg, int iter)
+{
 
    /*
-    * Clip grid intersections with triangle edges
+    * For each walkgrid iteration we are stepping through cells and determining
+    * the intersections with the grid, and any edges that are present
     */
-   for( int x=0; x<k_gridamt; x++ )
+
+   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;
+   pb[0] = pa[0];
+   pb[1] = pa[1];
+   pb[2] = pa[2] + k_gridscale;
+   pc[0] = pa[0] + k_gridscale;
+   pc[1] = pa[1];
+   pc[2] = pa[2] + k_gridscale;
+   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 );
+   vg_line( pd, pa, 0xff00ffff );
+#endif
+   pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
+   pl0[1] = pa[1];
+   pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
+
+   /* 
+    * If there are edges present, we need to create a 'substep' event, where
+    * we find the intersection point, find the fully resolved position,
+    * then the new pos dir is the intersection->resolution
+    *
+    * the resolution is applied in non-discretized space in order to create a 
+    * suitable vector for finding outflow, we want it to leave the cell so it 
+    * can be used by the quad
+    */
+
+   v2f pos, dir;
+   v2_copy( wg->pos, pos );
+   v2_muls( wg->dir, wg->move, dir );
+
+   struct grid_sample *corners[4];
+   v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
+   const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
+   
+   float t[7];
+   player_walkgrid_min_cell( t, pos, dir );
+
+   for( int i=0; i<conf->edge_count; i++ )
    {
-      for( int y=0; y<k_gridamt-1; y++ )
+      const struct confedge *edge = &conf->edges[i];
+
+      v2f e0, e1, n, r, target, res, tangent;
+      e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
+      e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
+      e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
+      e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
+      
+      v3f pe0 = { pa[0] + e0[0]*k_gridscale,
+                  pa[1],
+                  pa[2] + e0[1]*k_gridscale };
+      v3f pe1 = { pa[0] + e1[0]*k_gridscale,
+                  pa[1],
+                  pa[2] + e1[1]*k_gridscale };
+
+      v2_sub( e1, e0, tangent );
+      n[0] = -tangent[1];
+      n[1] =  tangent[0];
+      v2_normalize( n );
+
+      /*
+       * If we find ourselfs already penetrating the edge, move back out a
+       * little
+       */
+      v2_sub( e0, pos, r );
+      float p1 = v2_dot(r,n);
+
+      if( -p1 < 0.0001f )
+      {
+         v2_muladds( pos, n, p1+0.0001f, pos );
+         v2_copy( pos, wg->pos );
+         v3f p_new = { pa[0] + pos[0]*k_gridscale,
+                       pa[1],
+                       pa[2] + pos[1]*k_gridscale };
+         v3_copy( p_new, pl0 );
+      }
+      
+      v2_add( pos, dir, target );
+
+      v2f v1, v2, v3;
+      v2_sub( e0, pos, v1 );
+      v2_sub( target, pos, v2 );
+
+      v2_copy( n, v3 );
+
+      v2_sub( e0, target, r );
+      float p = v2_dot(r,n),
+            t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
+
+      if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
+      {
+         v2_muladds( target, n, p+0.0001f, res );
+
+         v2f intersect;
+         v2_muladds( pos, dir, t1, intersect );
+         v2_copy( intersect, pos );
+         v2_sub( res, intersect, dir );
+
+         v3f p_res = { pa[0] + res[0]*k_gridscale,
+                       pa[1],
+                       pa[2] + res[1]*k_gridscale };
+         v3f p_int = { pa[0] + intersect[0]*k_gridscale,
+                       pa[1],
+                       pa[2] + intersect[1]*k_gridscale };
+
+         vg_line( pl0, p_int, icolours[iter%3] );
+         v3_copy( p_int, pl0 );
+         v2_copy( pos, wg->pos );
+
+         player_walkgrid_min_cell( t, pos, dir );
+      }
+   }
+
+   /* 
+    * Compute intersection with grid cell moving outwards
+    */
+   t[6] = vg_minf( t[6], 1.0f );
+   
+   pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
+   pl1[1] = pl0[1];
+   pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
+   vg_line( pl0, pl1, icolours[iter%3] );
+   
+   if( t[6] < 1.0f )
+   {
+      /*
+       * To figure out what t value created the clip so we know which edge 
+       * to wrap around
+       */
+
+      if( t[4] < t[5] )
+      {
+         wg->pos[1] = pos[1] + dir[1]*t[6];
+
+         if( t[0] > t[1] ) /* left edge */
+         {
+            wg->pos[0] = 0.9999f;
+            wg->cell_id[0] --;
+
+            if( wg->cell_id[0] == 0 )
+               wg->move = -1.0f;
+         }
+         else /* Right edge */
+         {
+            wg->pos[0] = 0.0001f;
+            wg->cell_id[0] ++;
+
+            if( wg->cell_id[0] == WALKGRID_SIZE-2 )
+               wg->move = -1.0f;
+         }
+      }
+      else
       {
-         struct grid_sample *sa = &samples[y][x],
-                            *sb = &samples[y+1][x];
+         wg->pos[0] = pos[0] + dir[0]*t[6];
 
-         if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
+         if( t[2] > t[3] ) /* bottom edge */
          {
-            v3f tri[3];
-            ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
+            wg->pos[1] = 0.9999f;
+            wg->cell_id[1] --;
+
+            if( wg->cell_id[1] == 0 )
+               wg->move = -1.0f;
+         }
+         else /* top edge */
+         {
+            wg->pos[1] = 0.0001f;
+            wg->cell_id[1] ++;
+
+            if( wg->cell_id[1] == WALKGRID_SIZE-2 )
+               wg->move = -1.0f;
+         }
+      }
+
+      wg->move -= t[6];
+   }
+   else
+   {
+      v2_muladds( wg->pos, dir, wg->move, wg->pos );
+      wg->move = 0.0f;
+   }
+}
+
+static void player_walkgrid_stand_cell(struct walkgrid *wg)
+{
+   /*
+    * NOTE: as opposed to the other function which is done in discretized space
+    *       this use a combination of both.
+    */
+
+   v3f world;
+   world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
+   world[1] = player.co[1];
+   world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
+
+   struct grid_sample *corners[4];
+   const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
 
-            v3f sample;
-            v3_muladds( grid_origin, (v3f){ x, 0, y }, 
-                  k_gridscale, sample);
+   if( conf != k_walkgrid_configs )
+   {
+      if( conf->edge_count == 0 )
+      {
+         v3f v0;
+
+         /* Split the basic quad along the shortest diagonal */
+         if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < 
+             fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
+         {
+            vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
             
-            /* Clip triangles until we find an edge inside the cell */
-            int axis = 0;
-            float offset = sample[axis==0?0:2],
-                  basis = sample[axis==0?2:0];
+            if( wg->pos[0] > wg->pos[1] )
+               player_walkgrid_stand_tri( corners[0]->pos,
+                                          corners[3]->pos,
+                                          corners[2]->pos, world );
+            else
+               player_walkgrid_stand_tri( corners[0]->pos,
+                                          corners[2]->pos,
+                                          corners[1]->pos, world );
+         }
+         else
+         {
+            vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
 
-            for( int i=0; i<3; i++ )
-            {
-               int ia = i,
-                   ib = (i+1)%3;
-               float pa = tri[ia][axis],
-                     pb = tri[ib][axis];
+            if( wg->pos[0] < 1.0f-wg->pos[1] )
+               player_walkgrid_stand_tri( corners[0]->pos,
+                                          corners[3]->pos,
+                                          corners[1]->pos, world );
+            else
+               player_walkgrid_stand_tri( corners[3]->pos,
+                                          corners[2]->pos,
+                                          corners[1]->pos, world );
+         }
+      }
+      else
+      {
+         for( int i=0; i<conf->edge_count; i++ )
+         {
+            const struct confedge *edge = &conf->edges[i];
 
-               vg_line( tri[ia],tri[ib],0xffaaaaaa );
+            v3f p0, p1;
+            v3_muladds( corners[edge->i0]->pos, 
+                        corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
+            v3_muladds( corners[edge->i1]->pos, 
+                        corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
 
-               if( (pa-offset)*(pb-offset) > 0.0f )
-                  continue;
+            /* 
+             * Find penetration distance between player position and the edge
+             */
 
-               float d = pb-pa,
-                    qa = (offset-pa)/d,
-                     h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2],
-                     q = (h-basis)/k_gridscale;
+            v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
+                   rel = { world[0]-p0[0], world[2]-p0[2] };
 
-               if( q >= 0.0f && q <= 1.0f )
+            if( edge->o0 == -1 )
+            {
+               /* No subregions (default case), just use triangle created by
+                * i0, e0, e1 */
+               player_walkgrid_stand_tri( corners[edge->i0]->pos,
+                                          p0,
+                                          p1, world );
+            }
+            else
+            {
+               /* 
+                * Test if we are in the first region, which is
+                * edge.i0, edge.e0, edge.o0,
+                */
+               v3f v0, ref;
+               v3_sub( p0, corners[edge->o0]->pos, ref );
+               v3_sub( world, corners[edge->o0]->pos, v0 );
+
+               vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
+               vg_line( corners[edge->o0]->pos, world, 0xff000000 );
+               
+               if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
                {
-                  float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
-
-                  v3f intersection = { offset, height, h };
-                  draw_cross( intersection, 0xffff0000, 0.06f );
-                  break;
+                  player_walkgrid_stand_tri( corners[edge->i0]->pos,
+                                             p0,
+                                             corners[edge->o0]->pos, world );
+               }
+               else
+               {
+                  if( edge->o1 == -1 )
+                  {
+                     /*
+                      * No other edges mean we just need to use the opposite
+                      *
+                      * e0, e1, o0 (in our case, also i1)
+                      */
+                     player_walkgrid_stand_tri( p0,
+                                                p1,
+                                                corners[edge->o0]->pos, world );
+                  }
+                  else
+                  {
+                     /*
+                      * Note: this v0 calculation can be ommited with the 
+                      *       current tileset.
+                      *
+                      *       the last two triangles we have are:
+                      *         e0, e1, o1
+                      *       and
+                      *         e1, i1, o1
+                      */
+                     v3_sub( p1, corners[edge->o1]->pos, ref );
+                     v3_sub( world, corners[edge->o1]->pos, v0 );
+                     vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
+
+                     if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
+                     {
+                        player_walkgrid_stand_tri( p0,
+                                                   p1,
+                                                   corners[edge->o1]->pos,
+                                                   world );
+                     }
+                     else
+                     {
+                        player_walkgrid_stand_tri( p1,
+                                                   corners[edge->i1]->pos,
+                                                   corners[edge->o1]->pos,
+                                                   world );
+                     }
+                  }
                }
             }
          }
       }
    }
 
+   v3_copy( world, player.co );
+}
+
+static void player_walkgrid_getsurface(void)
+{
+   float const k_stepheight = 0.5f;
+   float const k_miny = 0.6f;
+   float const k_height = 1.78f;
+   float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
+
+   static struct walkgrid wg;
+
+   v3f cell;
+   v3_copy( player.co, cell );
+   player_walkgrid_floor( cell );
+
+   v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
+   v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] );
+
+   
+   /* 
+    * Create player input vector
+    */
+   v3f delta = {0.0f,0.0f,0.0f};
    v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
        side = { -fwd[2], 0.0f, fwd[0] };
 
    /* Temp */
-   if( glfwGetKey( vg_window, GLFW_KEY_W ) )
-      v3_muladds( player.co, fwd,  ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_S ) )
-      v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
+   if( !vg_console_enabled() )
+   {
+      if( glfwGetKey( vg_window, GLFW_KEY_W ) )
+         v3_muladds( delta, fwd,  ktimestep*k_walkspeed, delta );
+      if( glfwGetKey( vg_window, GLFW_KEY_S ) )
+         v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
+
+      if( glfwGetKey( vg_window, GLFW_KEY_A ) )
+         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 );
+   }
+
+   /* 
+    * Create our move in grid space
+    */
+   wg.dir[0] = delta[0] * (1.0f/k_gridscale);
+   wg.dir[1] = delta[2] * (1.0f/k_gridscale);
+   wg.move = 1.0f;
+
+   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)
+   };
+   v2f region_cell_pos;
+   v2_floor( region_pos, region_cell_pos );
+   v2_sub( region_pos, region_cell_pos, wg.pos );
+
+   wg.cell_id[0] = region_cell_pos[0];
+   wg.cell_id[1] = region_cell_pos[1];
+
+   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->state = k_traverse_none;
+         s->type = k_sample_type_air;
+         v3_zero( s->clip[0] );
+         v3_zero( s->clip[1] );
+      }
+   }
+
+   v2i border[WALKGRID_SIZE*WALKGRID_SIZE];
+   v2i *cborder = border;
+   u32 border_length = 1;
+
+   struct grid_sample *base = NULL; 
+
+   v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
+
+   for( int i=0;i<4;i++ )
+   {
+      v2i test;
+      v2i_add( wg.cell_id, starters[i], test );
+      v2i_copy( test, border[0] );
+      base = &wg.samples[test[1]][test[0]];
+
+      base->pos[1] = cell[1];
+      player_walkgrid_samplepole( base );
+
+      if( base->type == k_sample_type_valid )
+         break;
+      else
+         base->type = k_sample_type_air;
+   }
+   
+   vg_line_pt3( base->pos, 0.1f, 0xffffffff );
+
+   int iter = 0;
+
+   while( border_length )
+   {
+      v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+      v2i *old_border = cborder;
+      int  len = border_length;
+
+      border_length = 0;
+      cborder = old_border+len;
+
+      for( int i=0; i<len; i++ )
+      {
+         v2i co;
+         v2i_copy( old_border[i], co );
+         struct grid_sample *sa = &wg.samples[co[1]][co[0]];
+
+         for( int j=0; j<4; j++ )
+         {
+            v2i newp;
+            v2i_add( co, directions[j], newp );
+
+            if( newp[0] < 0 || newp[1] < 0 || 
+                newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
+               continue;
+
+            struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
+            enum traverse_state thismove = j%2==0? 1: 2;
+
+            if( (sb->state & thismove) == 0x00 || 
+                  sb->type == k_sample_type_air )
+            {
+               sb->pos[1] = sa->pos[1];
+
+               player_walkgrid_samplepole( sb );
+
+               if( sb->type != k_sample_type_air )
+               {
+                  /* 
+                   * Need to do a blocker pass
+                   */
+
+                  struct grid_sample *store = (j>>1 == 0)? sa: sb;
+                  player_walkgrid_clip_blocker( sa, sb, store, j%2 );
+                  
+
+                  if( sb->type != k_sample_type_air )
+                  {
+                     vg_line( sa->pos, sb->pos, 0xffffffff );
+                  
+                     if( sb->state == k_traverse_none )
+                        v2i_copy( newp, cborder[ border_length ++ ] );
+                  }
+                  else
+                  {
+                     v3f p1;
+                     v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
+                     vg_line( sa->pos, p1, 0xffffffff );
+                  }
+               }
+               else
+               {
+                  /* 
+                   * A clipping pass is now done on the edge of the walkable
+                   * surface
+                   */
+                  
+                  struct grid_sample *store = (j>>1 == 0)? sa: sb;
+                  player_walkgrid_clip_edge( sa, sb, store, j%2 );
+
+                  v3f p1;
+                  v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
+                  vg_line( sa->pos, p1, 0xffffffff );
+               }
+
+               sb->state |= thismove;
+            }
+         }
+
+         sa->state = k_traverse_h|k_traverse_v;
+      }
+
+      iter ++;
+      if( iter == walk_grid_iterations )
+         break;
+   }
+
+   /* Draw connections */
+   struct grid_sample *corners[4];
+   for( int x=0; x<WALKGRID_SIZE-1; x++ )
+   {
+      for( int z=0; z<WALKGRID_SIZE-1; z++ )
+      {
+         const struct conf *conf = 
+            player_walkgrid_conf( &wg, (v2i){x,z}, corners );
+
+         for( int i=0; i<conf->edge_count; i++ )
+         {
+            const struct confedge *edge = &conf->edges[i];
 
-   if( glfwGetKey( vg_window, GLFW_KEY_A ) )
-      v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_D ) )
-      v3_muladds( player.co, side,  ktimestep*k_walkspeed, player.co );
+            v3f p0, p1;
+            v3_muladds( corners[edge->i0]->pos, 
+                    corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
+            v3_muladds( corners[edge->i1]->pos, 
+                    corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
+
+            vg_line( p0, p1, 0xff0000ff );
+         }
+      }
+   }
+
+   /*
+    * Commit player movement into the grid 
+    */
+   
+   if( v3_length2(delta) <= 0.00001f )
+      return;
+   
+   int i=0;
+   for(; i<8 && wg.move > 0.001f; i++ )
+      player_walkgrid_iter( &wg, i );
+
+   player_walkgrid_stand_cell( &wg );
+}
+
+static void player_walkgrid(void)
+{
+   player_walkgrid_getsurface();
    
    m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
    player_mouseview();
@@ -742,15 +1583,6 @@ static void player_animate(void)
    v3_muladds( head, offset, 0.7f, head );
    head[1] = vg_clampf( head[1], 0.3f, kheight );
 
-#if 0
-   if( !freecam )
-   {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
-   }
-#endif
-
    /* 
     * Animation blending
     * ===========================================
@@ -780,10 +1612,14 @@ static void player_animate(void)
          amt_aero = amt_std * (1.0f-fstand),
          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) );
@@ -798,6 +1634,10 @@ static void player_animate(void)
    player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
    m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
 
+   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 );
+
    /* 
     * Additive effects
     * ==========================
@@ -897,11 +1737,290 @@ static void player_animate(void)
    player.mdl.rhead = rhead;
 }
 
+static int giftwrapXZ( v3f *points, int *output, int len )
+{
+   int l, p, q, count;
+
+   if( len < 3 )
+      return 0;
+
+   l = 0;
+   for( int i=1; i<len; i++ )
+      if( points[i][0] < points[l][0] )
+         l = i;
+
+   p = l;
+   count = 0;
+   do
+   {
+      if( count >= len )
+      {
+         vg_error ("MANIFOLD ERR (%d)\n", count );
+         return 0;
+      }
+      output[ count ++ ] = p;
+
+      q = (p+1)%len;
+
+      for( int i=0; i<len; i++ )
+      {
+         float orient = 
+             (points[i][2]-points[p][2])*(points[q][0]-points[i][0]) -
+             (points[i][0]-points[p][0])*(points[q][2]-points[i][2]);
+
+         if( orient > 0.0001f )
+         {
+            q = i;
+         }
+      }
+      p = q;
+   }
+   while( p != l );
+   
+   return count;
+}
+static void player_do_collision( rigidbody *rb )
+{
+   /*
+    * If point is inside box
+    *   find normal (theres 8 simple pyramid regions for this, x>y/dim .. etc)
+    *   find distance (same sorta thing)
+    *
+    * apply normal impulse to rotation
+    * correct position based on new penetration amount if needed
+    * apply normal impulse to velocity
+    */
+
+   v3f pfront, pback;
+   m4x3_mulv( player.to_world, (v3f){ 0.0f,0.0f,-1.0f }, pfront );
+   m4x3_mulv( player.to_world, (v3f){ 0.0f,0.0f, 1.0f }, pback );
+
+   float const kheight = 2.0f;
+   
+   v3f verts[8];
+
+   v3f a, b;
+   v3_copy( rb->bbx[0], a );
+   v3_copy( rb->bbx[1], b );
+
+   m4x3f compound;
+   m4x3_mul( player.to_local, rb->to_world, compound );
+   
+       m4x3_mulv( compound, (v3f){ a[0], a[1], a[2] }, verts[0] );
+       m4x3_mulv( compound, (v3f){ a[0], b[1], a[2] }, verts[1] );
+       m4x3_mulv( compound, (v3f){ b[0], b[1], a[2] }, verts[2] );
+       m4x3_mulv( compound, (v3f){ b[0], a[1], a[2] }, verts[3] );
+       m4x3_mulv( compound, (v3f){ a[0], a[1], b[2] }, verts[4] );
+       m4x3_mulv( compound, (v3f){ a[0], b[1], b[2] }, verts[5] );
+       m4x3_mulv( compound, (v3f){ b[0], b[1], b[2] }, verts[6] );
+       m4x3_mulv( compound, (v3f){ b[0], a[1], b[2] }, verts[7] );
+
+   int const indices[12][2] = {
+      {0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4},
+      {0,4},{1,5},{2,6},{3,7}
+   };
+   
+   v3f hull[12*2 + 8];
+   int hull_indices[12*2 + 8];
+   int hull_len = 0;
+
+   for( int i=0; i<8; i++ )
+   {
+      int ia = indices[i][0];
+      float ya = verts[ia][1];
+
+      if( ya > 0.2f && ya < kheight )
+      {
+         int add_point = 1;
+         for( int j=0; j<hull_len; j++ )
+         {
+            v2f delta = { verts[ia][0]-hull[j][0], verts[ia][2]-hull[j][2] };
+            if( v2_length2( delta ) < 0.0004f )
+            {
+               add_point = 0;
+               break;
+            }
+         }
+
+         if( add_point )
+            v3_copy( verts[ia], hull[hull_len] );
+
+         hull[hull_len ++][1] = 0.2f;
+      }
+   }
+
+   for( int i=0; i<vg_list_size(indices); i++ )
+   {
+      int ia = indices[i][0],
+          ib = indices[i][1];
+
+      v3f p0, p1;
+
+      float ya = verts[ia][1],
+            yb = verts[ib][1],
+            d = 1.0f/(yb-ya),
+            qa;
+
+      float planes[] = { 0.2f, kheight };
+      
+      for( int k=0; k<vg_list_size(planes); k++ )
+      {
+         float clip = planes[k];
+
+         if( (ya-clip) * (yb-clip) < 0.0f )
+         {
+            v3_muls( verts[ia], (yb-clip)*d, p0 );
+            v3_muladds( p0, verts[ib], -(ya-clip)*d, p0 );
+            
+            int add_point = 1;
+            for( int j=0; j<hull_len; j++ )
+            {
+               v2f delta = { p0[0]-hull[j][0], p0[2]-hull[j][2] };
+               if( v2_length2( delta ) < 0.0004f )
+               {
+                  add_point = 0;
+                  break;
+               }
+            }
+
+            if( add_point )
+               v3_copy( p0, hull[hull_len ++] );
+
+            m4x3_mulv( player.to_world, p0, p0 );
+            vg_line_pt3( p0, 0.1f, 0xffffff00 );
+         }
+      }
+   }
+
+   if( hull_len < 3 ) 
+      return;
+
+   int len = giftwrapXZ( hull, hull_indices, hull_len );
+   for( int i=0; i<len; i++ )
+   {
+      v3f p0, p1, p2, p3;
+      v3_copy( hull[hull_indices[i]], p0 );
+      v3_copy( hull[hull_indices[(i+1)%len]], p1 );
+      p0[1] = 0.2f;
+      p1[1] = 0.2f;
+      v3_add( p0, (v3f){0,kheight-0.2f,0}, p2 );
+      v3_add( p1, (v3f){0,kheight-0.2f,0}, p3 );
+         
+      m4x3_mulv( player.to_world, p0, p0 );
+      m4x3_mulv( player.to_world, p1, p1 );
+      m4x3_mulv( player.to_world, p2, p2 );
+      m4x3_mulv( player.to_world, p3, p3 );
+
+      vg_line2( p0, p1, 0xff00ffff, 0xff000000 );
+      vg_line( p2, p3, 0xff00ffff );
+      vg_line( p0, p2, 0xff00ffa0 );
+   }
+
+   v2f endpoints[] = {{ 0.0f, -1.0f },{ 0.0f, 1.0f }};
+   
+   for( int j=0; j<vg_list_size(endpoints); j++ )
+   {
+      v2f point;
+      v2_copy( endpoints[j], point );
+
+      int collide = 1;
+      float min_dist = 99999.9f;
+      v2f normal = {0.0f,0.0f};
+      for( int i=0; i<len; i++ )
+      {
+         v2f p0, p1;
+         p0[0] = hull[hull_indices[i]][0];
+         p0[1] = hull[hull_indices[i]][2];
+         p1[0] = hull[hull_indices[(i+1)%len]][0];
+         p1[1] = hull[hull_indices[(i+1)%len]][2];
+         
+         v2f t,n, rel;
+         v2_sub( p1, p0, t );
+         n[0] = -t[1];
+         n[1] =  t[0];
+         v2_normalize(n);
+         
+         v2_sub( point, p0, rel );
+         float d = -v2_dot( n, rel ) + 0.5f;
+
+         if( d < 0.0f )
+         {
+            collide = 0;
+            break;
+         }
+
+         if( d < min_dist )
+         {
+            min_dist = d;
+            v2_copy( n, normal );
+         }
+      }
+
+      if( collide )
+      {
+         v3f p0, p1;
+         p0[0] =  0.0f;
+         p0[1] =  0.2f;
+         p0[2] = -1.0f;
+
+         p1[0] = p0[0] + normal[0]*min_dist;
+         p1[1] = p0[1];
+         p1[2] = p0[2] + normal[1]*min_dist;
+         
+         m4x3_mulv( player.to_world, p0, p0 );
+         m4x3_mulv( player.to_world, p1, p1 );
+
+         vg_line( p0, p1, 0xffffffff );
+         
+         v3f vel;
+         m3x3_mulv( player.to_local, player.v, vel );
+         vel[1] = vel[2];
+
+         float vn = vg_maxf( -v2_dot( vel, normal ), 0.0f );
+         vn += -0.2f * (1.0f/k_rb_delta) * vg_minf( 0.0f, -min_dist+0.04f );
+         
+         v2f impulse;
+         if( vn > 14.0f )
+         {
+            player.is_dead = 1;
+            character_ragdoll_copypose( &player.mdl, player.v );
+            return;
+         }
+
+         if( vn > 0.0f )
+         {
+            v2_muls( normal, min_dist, impulse );
+            float rotation = v2_cross( point, impulse )*0.08f;
+            v4f rot;
+            v3f up = {0.0f,1.0f,0.0f};
+            m3x3_mulv( player.to_world, up, up );
+            q_axis_angle( rot, up, -rotation );
+            q_mul( rot, player.rot, player.rot );
+         }
+
+         v2_muls( normal, vn*0.03f, impulse );
+         v3f impulse_world = { impulse[0], 0.0f, impulse[1] };
+
+         m3x3_mulv( player.to_world, impulse_world, impulse_world );
+         v3_add( impulse_world, player.v, player.v );
+      }
+   }
+}
+
 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], 1);
+
    if( vg_get_axis("grabl")>0.0f)
       reset_player(0,NULL);
 
+   if( vg_get_button_down( "switchmode" ) )
+   {
+      player.on_board ^= 0x1;
+   }
+
    if( freecam )
    {
       player_freecam();
@@ -910,13 +2029,58 @@ static void player_update(void)
    {
       if( player.is_dead )
       {
+         /* 
+          * Follow camera
+          */
          character_ragdoll_iter( &player.mdl );
          character_debug_ragdoll( &player.mdl );
+
+         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] );
       }
       else
       {
          if( player.on_board )
          {
+            bh_debug_node(&world.bhcubes, 0, 
+                  player.camera_pos, 0xff80ff00 );
+
+            u32 colliders[16];
+            boxf wbox = {{ -2.0f, -2.0f, -2.0f },
+                         {  2.0f,  2.0f,  2.0f }};
+            m4x3_transform_aabb( player.to_world, wbox );
+            int len = bh_select( &world.bhcubes, wbox, colliders, 32 );
+
+            for( int i=0; i<len; i++ )
+               player_do_collision( &world.temp_rbs[colliders[i]] );
+
             player_do_motion();
             player_animate();
          }