TurboFisto
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 6c819801b01f664310d73f91144bc1be1911ab92..cd7fd57a5996b28554968ed1c2b626fa043783c1 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#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, vl;
-   v4f rot;
-   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;
-
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
-   m3x3f vr,vr_pstep;
-
-   m4x3f to_world, to_local;
-   
-   struct character mdl;
-
-   v3f handl_target, handr_target,
-       handl, handr;
-   
-   /* Camera */
-   float air_blend;
-   
-   v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
-}
-player = 
-{
-   .on_board = 1
-};
-
-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[] )
-{
-   v3_copy( (v3f){ 0.0f, -2.0f, 0.0f }, player.co );
-
-   if( argc == 1 )
-   {
-      if( !strcmp( argv[0], "tutorial" ))
-         v3_copy( world.tutorial, player.co );
-   }
-
-   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.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-
-   player_transform_update();
-   return 0;
-}
-
-static void player_mouseview(void)
-{
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
+#include "player_api.h"
 
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
 
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
+#define PLAYER_REWIND_FRAMES 60*4
 
-      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)
-{
-   player_mouseview();
-
-   float movespeed = 25.0f;
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m3x3_mulv( player.camera, lookdir, lookdir );
-   m3x3_mulv( player.camera, sidedir, sidedir );
-   
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.7f, move_vel );
-   v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-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
- */
-static void player_start_air(void)
+struct player_instance
 {
-   player.in_air = 1;
+   /* transform definition */
+   rigidbody rb, rb_gate_storage;
+   v3f angles, angles_storage;
 
-   float pstep = ktimestep*10.0f;
+   v4f   qbasis;
+   m3x3f basis, invbasis, basis_gate;
+   world_instance *viewable_world;
 
-   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 );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_muls( player.v, k_bias, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, pstep, pco );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            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 );
-            }
-
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
-
-            player.land_log_count ++;
-
-            break;
-         }
-      }
-   }
-
-   //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;
+   /*
+    * Camera management
+    * ---------------------------
+    */
+   camera cam;
 
-   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+   enum camera_mode
    {
-      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;
-      }
+      k_cam_firstperson = 0,
+      k_cam_thirdperson = 1
    }
+   camera_mode;
+   float camera_type_blend;
+
+   v3f fpv_offset,         /* expressed relative to rigidbody */
+       tpv_offset,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final */
+       fpv_offset_smooth,
+       fpv_viewpoint_smooth,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+
+   v3f cam_override_pos;
+   v2f cam_override_angles;
+   float cam_override_strength;
+
+   float cam_velocity_influence,
+         cam_velocity_coefficient,
+         cam_velocity_constant,
+         cam_velocity_coefficient_smooth,
+         cam_velocity_constant_smooth,
+         cam_velocity_influence_smooth,
+         cam_land_punch,
+         cam_land_punch_v;
+
+   ent_gate *gate_waiting;
 
-   return 0;
-}
-
-static float stable_force( float current, float diff )
-{
-   float new = current + diff;
-
-   if( new * current < 0.0f )
-      return 0.0f;
-
-   return new;
-}
-
-static void player_physics_ground(void)
-{
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
+   /*
+    * Input 
+    * --------------------------------
     */
-   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;
-   }
+   struct input_binding *input_js1h,
+                        *input_js1v,
+                        *input_js2h,
+                        *input_js2v,
+                        *input_jump,
+                        *input_push,
+                        *input_trick0,
+                        *input_trick1,
+                        *input_trick2,
+                        *input_walk,
+                        *input_walkh,
+                        *input_walkv,
+                        *input_use,
+                        *input_reset,
+                        *input_grab,
+                        *input_camera;
 
-   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 );
+   /*
+    * Animation
+    * --------------------------------------------------
+    */
 
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
+   struct player_avatar  *playeravatar;
+   glmesh                *playermesh;
+   struct player_ragdoll  ragdoll;
+   vg_tex2d              *playertex;
 
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
+   player_pose            holdout_pose;
+   float                  holdout_time;
 
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
+   /*
+    * Rewind
+    * ----------------------------------------------------
+    */
+   int rewinding, rewind_sound_wait;
 
-   float resistance = v3_dot( norm, player.v );
-   if( resistance >= 0.0f )
-   {
-      player_start_air();
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
+   struct rewind_frame{
+      v3f pos;
+      v3f ang;
    }
-   
-   /* This is where velocity integration used to be */
-
-   float slip = 0.0f;
+   *rewind_buffer;
+   u32 rewind_length;
+   float rewind_accum;
+   ent_gate *rewind_gate;
 
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+   float rewind_total_length, rewind_predicted_time,
+         dist_accum;
+   double rewind_start, rewind_time;
 
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
-
-   /* Calculate local forces */
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
-
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+   /*
+    * Subsystems
+    * -------------------------------------------------
+    */
 
-   for( int i=0; i<5; i++ )
+   enum player_subsystem
    {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-
-      /* This used to be -7.0 */
-      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -10.0f *substep );
+      k_player_subsystem_walk = 0,
+      k_player_subsystem_skate = 1,
+      k_player_subsystem_dead = 2
    }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
+   subsystem,
+   subsystem_gate;
 
-   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,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_maxpush );
-      new_vel -= vg_minf(current, k_maxpush);
-      vel[2] -= new_vel * player.reverse;
-   }
-   
-   m3x3_mulv( player.to_world, vel, player.v );
+   struct player_skate  _skate;
+   struct player_walk   _walk;
+   struct player_dead   _dead;
+};
 
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * 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);
-}
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
 
-static void draw_cross(v3f pos,u32 colour, float scale)
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
 {
-   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 );
-}
+   player__walk_bind,
+   player__skate_bind,
+   NULL
+};
 
-static void player_physics_air(void)
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
 {
-   m3x3_mulv( player.vr, player.v, player.v );
-   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 
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   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 );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      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 );
-         v3f axis; 
-         v3_cross( localup, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rot, player.rot );
-         }
-
-         draw_cross( contact.pos, 0xffff0000, 1 );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * 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 );
-      
-      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 );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
+   player__walk_reset,
+   player__skate_reset,
+   NULL
+};
 
-static void player_do_motion(void)
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) = 
 {
-   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();
-
-   if( !player.in_air )
-      player_physics_ground();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.co, prevco );
-   
-   apply_gravity( player.v, ktimestep );
-   v3_muladds( player.co, player.v, ktimestep, player.co );
-
-   /* Integrate inertia */
-   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
-   m3x3_mulv( player.to_world, vup, vup );
-
-   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, vup, siY );
-   q_mul( rotate, player.rot, player.rot );
-
-   player.iY = 0.0f; /* temp */
-
-   /* GATE COLLISION */
-
-   for( int i=0; i<world.gate_count; i++ )
-   {
-      teleport_gate *gate = &world.gates[i];
-
-      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( gate->transport, transport_rotation );
-         q_mul( transport_rotation, player.rot, player.rot );
-
-         break;
-      }
-   }
-
-   /* Camera and character */
-   player_transform_update();
-   
-   v3_lerp( player.vl, player.v, 0.05f, player.vl );
-
-   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__walk_pre_update,
+   player__skate_pre_update,
+   NULL
+};
 
-static int player_walkgrid_tri_walkable( u32 tri[3] )
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
 {
-   return tri[0] < world.sm_road.vertex_count;
-}
+   player__walk_update,
+   player__skate_update,
+   player__dead_update,
+};
 
-#define WALKGRID_SIZE 16
-struct walkgrid
+VG_STATIC 
+void( *_player_post_update[])( player_instance *player ) =
 {
-   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 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;
+   player__walk_post_update,
+   player__skate_post_update,
+   NULL
 };
 
-/*
- * 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 )
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
 {
-   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 );
-   
-   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++ )
-   {
-      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];
-         }
-      }
-   }
-
-   s->pos[1] = walk_height;
-
-   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;
+   player__walk_im_gui,
+   player__skate_im_gui,
+   NULL
+};
 
-enum eclipdir
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
 {
-   k_eclipdir_h = 0,
-   k_eclipdir_v = 1
+   player__walk_animate,
+   player__skate_animate,
+   player__dead_animate
 };
 
-static void player_walkgrid_clip_blocker( struct grid_sample *sa,
-                                          struct grid_sample *sb,
-                                          struct grid_sample *st,
-                                          enum eclipdir dir )
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
 {
-   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++ )
-   {
-      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 ))
-      {
-         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;
-
-   min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
-
-   v3_muls( clipdir, min_time, st->clip[dir] );
-
-   v3f p0;
-   v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
-}
+   player__walk_post_animate,
+   player__skate_post_animate,
+   player__dead_post_animate
+};
 
-static void player_walkgrid_clip_edge( struct grid_sample *sa,
-                                       struct grid_sample *sb,
-                                       struct grid_sample *st, /* data store */
-                                       enum eclipdir dir )
+VG_STATIC
+void( *_player_restore[] )( player_instance *player ) =
 {
-   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]);
+   player__walk_restore,
+   player__skate_restore,
+   NULL
+};
 
-   u32 geo[256];
-   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
+/* implementation */
 
-   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] );
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
 
-   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;
+#endif /* PLAYER_H */
 
-      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 )
-         {
-            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 0
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
 
-            if( h >= max_dist && h <= 1.0f )
-            {
-               max_dist = h;
-               float l = 1.0f/v3_length(clipdir);
-               v3_muls( p0, l, st->clip[dir] );
-            }
-         }
-      }
-   }
-}
+#define PLAYER_H
+#ifndef PLAYER_H
+#define PLAYER_H
 
-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},
-};
+#define PLAYER_REWIND_FRAMES 60*4
 
-/* 
- * 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 ];
-}
+#include "conf.h"
+#include "audio.h"
+#include "common.h"
+#include "world.h"
+#include "skeleton.h"
+#include "bvh.h"
 
-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
+ * -----------------------------------------------------------------------------
+ *                                  Memory
+ * -----------------------------------------------------------------------------
  */
-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 )
+VG_STATIC struct gplayer
 {
-   v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
+   rigidbody rb, rb_frame;
+   v3f co, angles;         /* used as transfer between controllers */
 
-   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 )
+   enum player_controller
    {
-      t[2] = (0.0f-pos[1]) * frac[1];
-      t[3] = (1.0f-pos[1]) * frac[1];
+      k_player_controller_walk,
+      k_player_controller_skate,
+      k_player_controller_ragdoll,
+      k_player_controller_mountain_skate,
+      k_player_controller_snowboard,
+      k_player_controller_drive
    }
+   controller,
+   controller_frame;
 
-   t[4] = vg_maxf(t[0],t[1]);
-   t[5] = vg_maxf(t[2],t[3]);
-   t[6] = vg_minf(t[4],t[5]);
-}
+   m4x3f visual_transform,
+         inv_visual_transform;
 
-static void player_walkgrid_iter(struct walkgrid *wg, int iter)
-{
+   int is_dead, death_tick_allowance, rewinding;
+   int rewind_sound_wait;
 
-   /*
-    * For each walkgrid iteration we are stepping through cells and determining
-    * the intersections with the grid, and any edges that are present
-    */
-
-   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 );
+   v3f handl_target, handr_target,
+       handl, handr;
 
-   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 );
+   /* Input */
+   struct input_binding *input_js1h,
+                        *input_js1v,
+                        *input_js2h,
+                        *input_js2v,
+                        *input_jump,
+                        *input_push,
+                        *input_walk,
+                        *input_walkh,
+                        *input_walkv,
+                        *input_switch_mode,
+                        *input_reset,
+                        *input_grab;
    
-   float t[7];
-   player_walkgrid_min_cell( t, pos, dir );
+   /* Camera */
+   float air_time;
+   v3f camera_pos, smooth_localcam;
 
-   for( int i=0; i<conf->edge_count; i++ )
+   struct rewind_frame
    {
-      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 );
-      }
+      v3f pos;
+      v3f ang;
    }
-
-   /* 
-    * 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 )
+   *rewind_buffer;
+   u32 rewind_incrementer,
+       rewind_length;
+
+   float rewind_time, rewind_total_length, rewind_predicted_time;
+   double diag_rewind_start, diag_rewind_time;
+   float dist_accum;
+
+   /* animation */
+   double jump_time;
+   float fslide,
+         fdirz, fdirx,
+         fstand,
+         ffly,
+         fpush,
+         fairdir,
+         fsetup,
+         walk_timer,
+         fjump,
+         fonboard,
+         frun,
+         fgrind;
+
+   v3f board_offset;
+   v4f board_rotation;
+
+   float walk;
+   int step_phase;
+   enum mdl_surface_prop surface_prop;
+
+   /* player model */
+   struct player_model
    {
-      /*
-       * To figure out what t value created the clip so we know which edge 
-       * to wrap around
-       */
-
-      if( t[4] < t[5] )
+      glmesh player_meshes[3];
+
+      mdl_context meta;
+      struct skeleton sk;
+      struct skeleton_anim *anim_stand,
+                           *anim_highg,
+                           *anim_slide,
+                           *anim_air,
+                           *anim_push, *anim_push_reverse,
+                           *anim_ollie, *anim_ollie_reverse,
+                           *anim_grabs, *anim_stop,
+                           *anim_walk, *anim_run, *anim_idle,
+                           *anim_jump;
+
+      u32 id_hip,
+          id_ik_hand_l,
+          id_ik_hand_r,
+          id_ik_elbow_l,
+          id_ik_elbow_r,
+          id_head,
+          id_ik_foot_l,
+          id_ik_foot_r,
+          id_board;
+
+      v3f cam_pos;
+
+      struct ragdoll_part
       {
-         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] --;
+         u32 bone_id;
+         //v3f offset;
+         
+         /* Collider transform relative to bone */
+         m4x3f collider_mtx,
+               inv_collider_mtx;
 
-            if( wg->cell_id[0] == 0 )
-               wg->move = -1.0f;
-         }
-         else /* Right edge */
-         {
-            wg->pos[0] = 0.0001f;
-            wg->cell_id[0] ++;
+         u32 use_limits;
+         v3f limits[2];
 
-            if( wg->cell_id[0] == WALKGRID_SIZE-2 )
-               wg->move = -1.0f;
-         }
+         rigidbody  rb;
+         u32 parent;
+         u32 colour;
       }
-      else
-      {
-         wg->pos[0] = pos[0] + dir[0]*t[6];
+      ragdoll[32];
+      u32 ragdoll_count;
 
-         if( t[2] > t[3] ) /* bottom edge */
-         {
-            wg->pos[1] = 0.9999f;
-            wg->cell_id[1] --;
+      rb_constr_pos  position_constraints[32];
+      u32            position_constraints_count;
 
-            if( wg->cell_id[1] == 0 )
-               wg->move = -1.0f;
-         }
-         else /* top edge */
-         {
-            wg->pos[1] = 0.0001f;
-            wg->cell_id[1] ++;
+      rb_constr_swingtwist cone_constraints[32];
+      u32                  cone_constraints_count;
 
-            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;
+      int shoes[2];
    }
+   mdl;
 }
+player__OLD
 
-static void player_walkgrid_stand_cell(struct walkgrid *wg)
+#if 0
+= 
 {
-   /*
-    * 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 );
-
-   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 );
-            
-            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 );
-
-            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];
-
-            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 );
-
-            /* 
-             * Find penetration distance between player position and the edge
-             */
-
-            v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
-                   rel = { world[0]-p0[0], world[2]-p0[2] };
-
-            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 )
-               {
-                  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 );
+   .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
+   .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
 }
+#endif
 
-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( !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; 
+/* 
+ * API 
+ */
+VG_STATIC float *player_get_pos(void);
+VG_STATIC void player_kill(void);
+VG_STATIC float *player_cam_pos(void);
+VG_STATIC void player_save_frame(void);
+VG_STATIC void player_restore_frame(void);
+VG_STATIC void player_save_rewind_frame(void);
 
-   v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
+/* 
+ * Submodules
+ */
+VG_STATIC void player_mouseview(void);
 
-   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]];
+#include "player_physics.h"
+#include "player_physics_skate.h"
+#include "player_physics_walk.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_animation.h"
+#include "player_audio.h"
 
-      base->pos[1] = cell[1];
-      player_walkgrid_samplepole( base );
+/*
+ * player_physics_<INTERFACE>_<SUB-INTERFACE>
+ *
+ *
+ *
+ */
 
-      if( base->type == k_sample_type_valid )
-         break;
-      else
-         base->type = k_sample_type_air;
-   }
-   
-   vg_line_pt3( base->pos, 0.1f, 0xffffffff );
+/* 
+ * -----------------------------------------------------------------------------
+ *                                    Events
+ * -----------------------------------------------------------------------------
+ */
+VG_STATIC int kill_player( int argc, char const *argv[] );
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void reset_player_poll( int argc, char const *argv[] );
 
-   int iter = 0;
+VG_STATIC void player_init(void)                                         /* 1 */
+{
+   rb_init( &player.rb );
 
-   while( border_length )
-   {
-      v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
+   VG_VAR_F32( k_walkspeed );
+   VG_VAR_F32( k_stopspeed );
+   VG_VAR_F32( k_airspeed );
+   VG_VAR_F32( k_walk_friction );
+   VG_VAR_F32( k_walk_air_accel );
+   VG_VAR_F32( k_walk_accel );
 
-      v2i *old_border = cborder;
-      int  len = border_length;
+   VG_VAR_I32( freecam );
+   VG_VAR_I32( cl_thirdperson );
+   VG_VAR_F32_PERSISTENT( fc_speed );
 
-      border_length = 0;
-      cborder = old_border+len;
+   VG_VAR_F32( k_ragdoll_limit_scale );
+   VG_VAR_I32( k_ragdoll_div );
+   VG_VAR_I32( k_ragdoll_debug_collider );
+   VG_VAR_I32( k_ragdoll_debug_constraints );
 
-      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]];
+   VG_VAR_F32( k_friction_lat );
 
-         for( int j=0; j<4; j++ )
-         {
-            v2i newp;
-            v2i_add( co, directions[j], newp );
+   VG_VAR_F32( k_cog_spring );
+   VG_VAR_F32( k_cog_damp );
 
-            if( newp[0] < 0 || newp[1] < 0 || 
-                newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
-               continue;
+   VG_VAR_F32( k_cog_mass_ratio );
+   VG_VAR_F32( k_downforce );
 
-            struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
-            enum traverse_state thismove = j%2==0? 1: 2;
+   VG_VAR_F32( k_spring_force );
+   VG_VAR_F32( k_spring_dampener );
+   VG_VAR_F32( k_spring_angular );
 
-            if( (sb->state & thismove) == 0x00 || 
-                  sb->type == k_sample_type_air )
-            {
-               sb->pos[1] = sa->pos[1];
+   VG_VAR_F32( k_mmthrow_scale );
+   VG_VAR_F32( k_mmcollect_lat );
+   VG_VAR_F32( k_mmcollect_vert );
+   VG_VAR_F32( k_mmdecay );
 
-               player_walkgrid_samplepole( sb );
+       vg_function_push( (struct vg_cmd){
+               .name = "reset",
+               .function = reset_player,
+      .poll_suggest = reset_player_poll
+       });
 
-               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 );
-               }
+       vg_function_push( (struct vg_cmd){
+               .name = "kill",
+               .function = kill_player
+       });
 
-               sb->state |= thismove;
-            }
-         }
+   /* HACK */
+   rb_register_cvar();
 
-         sa->state = k_traverse_h|k_traverse_v;
-      }
+   player.rewind_length = 0;
+   player.rewind_buffer = 
+      vg_linear_alloc( vg_mem.rtmemory, 
+                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
 
-      iter ++;
-      if( iter == walk_grid_iterations )
-         break;
-   }
+   player_model_init();
+}
 
-   /* Draw connections */
-   struct grid_sample *corners[4];
-   for( int x=0; x<WALKGRID_SIZE-1; x++ )
+VG_STATIC void player_save_rewind_frame(void)
+{
+   if( player.rewind_length < PLAYER_REWIND_FRAMES )
    {
-      for( int z=0; z<WALKGRID_SIZE-1; z++ )
-      {
-         const struct conf *conf = 
-            player_walkgrid_conf( &wg, (v2i){x,z}, corners );
+      struct rewind_frame *fr = 
+         &player.rewind_buffer[ player.rewind_length ++ ];
 
-         for( int i=0; i<conf->edge_count; i++ )
-         {
-            const struct confedge *edge = &conf->edges[i];
+      v2_copy( player.angles, fr->ang );
+      v3_copy( player.camera_pos, fr->pos );
 
-            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 );
+      player.rewind_incrementer = 0;
 
-            vg_line( p0, p1, 0xff0000ff );
-         }
+      if( player.rewind_length > 1 )
+      {
+         player.rewind_total_length += 
+            v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
+                     player.rewind_buffer[player.rewind_length-2].pos );
       }
    }
+}
 
-   /*
-    * 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 );
-}
+/* disaster */
+VG_STATIC int         menu_enabled(void);
+#include "menu.h"
 
-static void player_walkgrid(void)
+VG_STATIC void player_do_motion(void);
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
 {
-   player_walkgrid_getsurface();
-   
-   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
-   player_mouseview();
-   player_transform_update();
-}
+   if( menu_enabled() )
+      return;
 
-static void player_animate(void)
-{
-   /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
+   v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
 
-   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[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_copy( player.m, target );
-   v3_lerp( player.bob, target, 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 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 );
-
-   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 );
+   if( vg_input.controller_should_use_trackpad_look )
+   {
+      static v2f last_input;
+      static v2f vel;
+      static v2f vel_smooth;
 
-   /* 
-    * Animation blending
-    * ===========================================
-    */
+      v2f input = { player.input_js2h->axis.value,
+                    player.input_js2v->axis.value };
 
-   static float fslide = 0.0f;
-   static float fdirz = 0.0f;
-   static float fdirx = 0.0f;
-   static float fstand = 0.0f;
-   static float ffly = 0.0f;
+      if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
+      {
+         v2_sub( input, last_input, vel );
+         v2_muls( vel, 1.0f/vg.time_delta, vel );
+      }
+      else
+      {
+         v2_zero( vel );
+      }
 
-   float speed = v3_length( player.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);
-   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 );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-
-   character_pose_reset( &player.mdl );
-
-   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_slide = amt_ground * fslide;
-
-   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}, 
-         &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 );
-
-   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 );
+      v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
+      
+      v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
+      v2_copy( input, last_input );
+   }
+   else
+   {
+      player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
+      player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
+   }
 
-   /* 
-    * Additive effects
-    * ==========================
-    */
-   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
-                   *arm_r = &player.mdl.ik_arm_r;
+   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
 
-   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 );
+/* Deal with input etc */
+VG_STATIC void player_update_pre(void)
+{
 
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
+   {
+      v3f ra, rb, rx;
+      v3_copy( main_camera.pos, ra );
+      v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
 
-   v4f rz, rx;
-   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
-   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
-   q_mul( rx, rz, board_rotation );
-   
-   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
-   q_m3x3( board_rotation, mboard );
-   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
-   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-   v3_copy( board_location, mboard[3] );
+      float t;
+      if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
+      {
+         m4x3f mtx;
+         m3x3_identity( mtx );
+         v3_lerp( ra, rb, t, mtx[3] );
 
+         debug_sphere( mtx, 0.4f, 0xff00ff00 );
 
-   float wheel_r = offset[0]*-0.4f;
-   v4f qwheel;
-   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-   
-   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
-   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
-                   player.mdl.matrices[k_chpart_wf] );
-   v3_copy( player.mdl.offsets[k_chpart_wb], 
-         player.mdl.matrices[k_chpart_wb][3] );
-   v3_copy( player.mdl.offsets[k_chpart_wf], 
-         player.mdl.matrices[k_chpart_wf][3] );
-   
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
-                     player.mdl.matrices[k_chpart_wb] );
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
-                     player.mdl.matrices[k_chpart_wf] );
+         v3f x1;
+         v3_muladds( mtx[3], rx, 0.4f, x1 );
+         vg_line( mtx[3], x1, 0xffffffff );
+      }
+   }
 
-   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
-   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
+#if 0
 
+   vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
+   vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
+   vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
+   vg_line( phys->cog, phys->rb.co, 0xff000000 );
+
+   v3f spring_end;
+   v3f throw_end, p0, p1;
+   v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
+   v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
+   v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
+   v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
+   vg_line( spring_end, throw_end, VG__RED );
+   vg_line( spring_end, p0, VG__GREEN );
+   vg_line( spring_end, p1, VG__BLUE );
+#endif
 
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+   if( player.rewinding )
+      return;
 
-   if( 1||player.in_air )
+   if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
    {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-      
-      float crouch = player.grab*0.3f;
-      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch, player.mdl.ik_body.base );
-      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch*1.2f, player.mdl.ik_body.end );
+      double delta = world.time - world.last_use;
 
-      if( tuck < 0.0f )
+      if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
       {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
+         player.rewinding = 1;
+         player.rewind_sound_wait = 1;
+         player.rewind_time = (float)player.rewind_length - 0.0001f;
+         player_save_rewind_frame();
+         audio_lock();
+         audio_play_oneshot( &audio_rewind[0], 1.0f );
+         audio_unlock();
+
+         /* based on analytical testing. DONT CHANGE!
+          * 
+          *    time taken: y = (x^(4/5)) * 74.5
+          *    inverse   : x = (2/149)^(4/5) * y^(4/5)
+          */
+
+         float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
+               curve    = powf( player.rewind_total_length, 4.0f/5.0f );
+         
+         player.rewind_predicted_time = constant * curve;
+         player.diag_rewind_start = vg.time;
+         player.diag_rewind_time  = player.rewind_time;
+
+         player.is_dead = 0;
+         player.death_tick_allowance = 30;
+         player_restore_frame();
 
-         if( player.grab > 0.1f )
+         if( player.controller == k_player_controller_walk )
          {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}
-                  player.handl_target );
+            player.angles[0] = atan2f( -player.rb.forward[2]
+                                       -player.rb.forward[0] );
          }
+
+         player.mdl.shoes[0] = 1;
+         player.mdl.shoes[1] = 1;
+
+         world_routes_notify_reset();
+
+         /* apply 1 frame of movement */
+         player_do_motion();
       }
       else
       {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
+         if( player.is_dead )
+         {
+            reset_player( 0, NULL );
+         }
+         else
          {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
+            /* cant do that */
+            audio_lock();
+            audio_play_oneshot( &audio_rewind[4], 1.0f );
+            audio_unlock();
          }
       }
    }
 
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+   if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
+   {
+      audio_lock();
+
+#if 0
+      if( phys->controller == k_player_controller_walk )
+      {
+         phys->controller = k_player_controller_skate;
+
+         v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+         audio_play_oneshot( &audio_lands[6], 1.0f );
+      }
+      else if( phys->controller == k_player_controller_skate )
+      {
+         phys->controller = k_player_controller_walk;
 
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
+         audio_play_oneshot( &audio_lands[5], 1.0f );
+      }
+#endif
 
-   /* Head rotation */
+      audio_unlock();
+   }
 
-   static float rhead = 0.0f;
-   rhead = vg_lerpf( rhead,
-         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
-   player.mdl.rhead = rhead;
+   if( player.controller == k_player_controller_walk )
+      player_mouseview();
 }
 
-static int giftwrapXZ( v3f *points, int *output, int len )
+VG_STATIC void player_update_fixed(void)                                 /* 2 */
 {
-   int l, p, q, count;
-
-   if( len < 3 )
-      return 0;
+   if( player.rewinding )
+      return;
 
-   l = 0;
-   for( int i=1; i<len; i++ )
-      if( points[i][0] < points[l][0] )
-         l = i;
+   if( player.death_tick_allowance )
+      player.death_tick_allowance --;
 
-   p = l;
-   count = 0;
-   do
+   if( player.is_dead )
    {
-      if( count >= len )
-      {
-         vg_error ("MANIFOLD ERR (%d)\n", count );
-         return 0;
-      }
-      output[ count ++ ] = p;
-
-      q = (p+1)%len;
+      player_ragdoll_iter();
+   }
+   else
+   {
+      player.rewind_incrementer ++;
 
-      for( int i=0; i<len; i++ )
+      if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
       {
-         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;
-         }
+         player_save_rewind_frame();
       }
-      p = q;
+
+      player_do_motion();
    }
-   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 );
+VG_STATIC void player_update_post(void)
+{
+#if 0
+   for( int i=0; i<player.prediction_count; i++ )
+   {
+      struct land_prediction *p = &player.predictions[i];
+      
+      for( int j=0; j<p->log_length - 1; j ++ )
+         vg_line( p->log[j], p->log[j+1], p->colour );
 
-   float const kheight = 2.0f;
-   
-   v3f verts[8];
+      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
 
-   v3f a, b;
-   v3_copy( rb->bbx[0], a );
-   v3_copy( rb->bbx[1], b );
+      v3f p1;
+      v3_add( p->log[p->log_length-1], p->n, p1 );
+      vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+   }
+#endif
 
-   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;
+#if 0
+   if( player.is_dead )
+   {
+      player_debug_ragdoll();
 
-   for( int i=0; i<8; i++ )
+      if( !freecam )
+         player_animate_death_cam();
+   }
+   else
    {
-      int ia = indices[i][0];
-      float ya = verts[ia][1];
+      player_animate();
 
-      if( ya > 0.2f && ya < kheight )
+      if( !freecam )
       {
-         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;
+         if( cl_thirdperson )
+            player_animate_camera_thirdperson();
+         else
+            player_animate_camera();
       }
    }
 
-   for( int i=0; i<vg_list_size(indices); i++ )
+   if( freecam )
+#endif
+      player_freecam();
+
+   /* CAMERA POSITIONING: LAYER 0 */
+   v2_copy( player.angles, main_camera.angles );
+   v3_copy( player.camera_pos, main_camera.pos );
+
+#if 0
+   if( player.rewinding )
    {
-      int ia = indices[i][0],
-          ib = indices[i][1];
+      if( player.rewind_time <= 0.0f )
+      {
+         double taken = vg.time - player.diag_rewind_start;
+         vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", 
+                           taken, player.diag_rewind_time,
+                           player.rewind_total_length );
+
+         player.rewinding = 0;
+         player.rewind_length = 1;
+         player.rewind_total_length = 0.0f;
+         player.rewind_incrementer = 0;
+         world.sky_target_rate = 1.0;
+      }
+      else
+      {
+         world.sky_target_rate = -100.0;
+         assert( player.rewind_length > 0 );
 
-      v3f p0, p1;
+         v2f override_angles;
+         v3f override_pos;
 
-      float ya = verts[ia][1],
-            yb = verts[ib][1],
-            d = 1.0f/(yb-ya),
-            qa;
+         float budget         = vg.time_delta,
+               overall_length = player.rewind_length;
 
-      float planes[] = { 0.2f, kheight };
-      
-      for( int k=0; k<vg_list_size(planes); k++ )
-      {
-         float clip = planes[k];
+         world_routes_rollback_time( player.rewind_time / overall_length );
 
-         if( (ya-clip) * (yb-clip) < 0.0f )
+         for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
          {
-            v3_muls( verts[ia], (yb-clip)*d, p0 );
-            v3_muladds( p0, verts[ib], -(ya-clip)*d, p0 );
+            /* Interpolate frames */
+            int i0 = floorf( player.rewind_time ),
+                i1 = VG_MIN( i0+1, player.rewind_length-1 );
             
-            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 );
-         }
-      }
-   }
+            struct rewind_frame *fr =  &player.rewind_buffer[i0],
+                                *fr1 = &player.rewind_buffer[i1];
 
-   if( hull_len < 3 ) 
-      return;
+            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
+                  subl = vg_fractf( player.rewind_time ) + 0.001f,
 
-   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 );
-   }
+                  sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
+                  speed = sramp*28.0f + 0.5f*player.rewind_time,
+                  mod  = speed * (budget / dist),
 
-   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 );
+                  advl = vg_minf( mod, subl ),
+                  advt = (advl / mod) * budget;
+            
+            player.dist_accum += speed * advt;
+            player.rewind_time -= advl;
+            budget -= advt;
+         }
 
-      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;
+         player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
 
-         if( d < 0.0f )
-         {
-            collide = 0;
-            break;
-         }
+         float current_time = vg.time - player.diag_rewind_start,
+               remaining    = player.rewind_predicted_time - current_time;
 
-         if( d < min_dist )
+         if( player.rewind_sound_wait )
          {
-            min_dist = d;
-            v2_copy( n, normal );
+            if( player.rewind_predicted_time >= 6.5f )
+            {
+               if( remaining <= 6.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[3], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
+            else if( player.rewind_predicted_time >= 2.5f )
+            {
+               if( remaining <= 2.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[2], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
+            else if( player.rewind_predicted_time >= 1.5f )
+            {
+               if( remaining <= 1.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[1], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
          }
-      }
-
-      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 );
+         int i0 = floorf( player.rewind_time ),
+             i1 = VG_MIN( i0+1, player.rewind_length-1 );
          
-         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 );
+         struct rewind_frame *fr =  &player.rewind_buffer[i0],
+                             *fr1 = &player.rewind_buffer[i1];
          
-         v2f impulse;
-         if( vn > 14.0f )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.v );
-            return;
-         }
+         float sub = vg_fractf(player.rewind_time);
 
-         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 );
-         }
+         v3_lerp( fr->pos, fr1->pos, sub, override_pos );
+         override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
+         override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
 
-         v2_muls( normal, vn*0.03f, impulse );
-         v3f impulse_world = { impulse[0], 0.0f, impulse[1] };
+         /* CAMERA POSITIONING: LAYER 1 */
+         float blend = (4.0f-player.rewind_time) * 0.25f,
+               c     = vg_clampf( blend, 0.0f, 1.0f );
 
-         m3x3_mulv( player.to_world, impulse_world, impulse_world );
-         v3_add( impulse_world, player.v, player.v );
+         main_camera.angles[0] = 
+            vg_alerpf(override_angles[0], player.angles[0], c);
+         main_camera.angles[1] = 
+            vg_lerpf (override_angles[1], player.angles[1], c);
+         v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
       }
    }
+#endif
+
+   camera_update_transform( &main_camera );
+   player_audio();
 }
 
-static void player_update(void)
+VG_STATIC void draw_player( camera *cam )
 {
-   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( player.is_dead )
+      player_model_copy_ragdoll();
+
+   shader_viewchar_use();
+   vg_tex2d_bind( &tex_characters, 0 );
+   shader_viewchar_uTexMain( 0 );
+   shader_viewchar_uCamera( cam->transform[3] );
+   shader_viewchar_uPv( cam->mtx.pv );
+   shader_link_standard_ub( _shader_viewchar.id, 2 );
+   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
+                         player.mdl.sk.bone_count,
+                         0,
+                         (float *)player.mdl.sk.final_mtx );
+   
+   mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
+   mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
+}
 
-   if( vg_get_button_down( "switchmode" ) )
+VG_STATIC void player_do_motion(void)
+{
+   if( world.water.enabled )
    {
-      player.on_board ^= 0x1;
+      if( (player.rb.co[1] < 0.0f) && !player.is_dead )
+      {
+         audio_lock();
+         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+         audio_player_set_position( &audio_player_extra, player.rb.co );
+         audio_player_set_vol( &audio_player_extra, 20.0f );
+         audio_player_playclip( &audio_player_extra, &audio_splash );
+         audio_unlock();
+
+         player_kill();
+      }
    }
 
-   if( freecam )
+   v3f prevco;
+   v3_copy( player.rb.co, prevco );
+
+   if( player.controller == k_player_controller_skate )
    {
-      player_freecam();
+#if 0
+      player_skate_update();
+#endif
    }
    else
+      player_walk_physics( &player_walky );
+   
+   
+   /* Real angular velocity integration */
+#if 0
+   v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
+   if( v3_length2( phys->rb.w ) > 0.0f )
    {
-      if( player.is_dead )
-      {
-         /* 
-          * Follow camera
-          */
-         character_ragdoll_iter( &player.mdl );
-         character_debug_ragdoll( &player.mdl );
+      v4f rotation;
+      v3f axis;
+      v3_copy( phys->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, phys->rb.q, phys->rb.q );
+   }
 
-         v3f delta;
-         v3f head_pos;
-         v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
+   /* Faux angular velocity */
+   v4f rotate; 
 
-         v3_sub( head_pos, player.camera_pos, delta );
-         v3_normalize( delta );
+   float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
+   phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
 
-         v3f follow_pos;
-         v3_muladds( head_pos, delta, -2.5f, follow_pos );
-         v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
+   q_axis_angle( rotate, phys->rb.up, phys->siY );
+   q_mul( rotate, phys->rb.q, phys->rb.q );
+   phys->iY = 0.0f;
+#endif
 
-         /* 
-          * Make sure the camera stays above the ground
-          */
-         v3f min_height = {0.0f,1.0f,0.0f};
+   /* 
+    * Gate intersection, by tracing a line over the gate planes 
+    */
+#if 0
+   for( int i=0; i<world.gate_count; i++ )
+   {
+      struct route_gate *rg = &world.gates[i];
+      teleport_gate *gate = &rg->gate;
 
-         v3f sample;
-         v3_add( player.camera_pos, min_height, sample );
-         ray_hit hit;
-         hit.dist = min_height[1]*2.0f;
+      if( gate_intersect( gate, phys->rb.co, prevco ) )
+      {
+         m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
+         m4x3_mulv( gate->transport, phys->cog, phys->cog );
+         m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
+         m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
+         m3x3_mulv( gate->transport, phys->vl, phys->vl );
+         m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
+         m3x3_mulv( gate->transport, phys->m, phys->m );
+         m3x3_mulv( gate->transport, phys->bob, phys->bob );
+
+         /* Pre-emptively edit the camera matrices so that the motion vectors 
+          * are correct */
+         m4x3f transport_i;
+         m4x4f transport_4;
+         m4x3_invert_affine( gate->transport, transport_i );
+         m4x3_expand( transport_i, transport_4 );
+         m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+         m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
 
-         if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-            v3_add( hit.pos, min_height, player.camera_pos );
+         v4f transport_rotation;
+         m3x3_q( gate->transport, transport_rotation );
+         q_mul( transport_rotation, phys->rb.q, phys->rb.q );
+         
+         world_routes_activate_gate( i );
 
-         player.camera_pos[1] = 
-            vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+         if( phys->controller == k_player_controller_walk )
+         {
+            v3f fwd_dir = {cosf(player.angles[0]),
+                           0.0f,
+                           sinf(player.angles[0])};
+            m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
 
-         player.angles[0] = atan2f( delta[0], -delta[2] ); 
-         player.angles[1] = -asinf( delta[1] );
+            player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+         }
+         
+         player.rewind_length = 0;
+         player.rewind_total_length = 0.0f;
+         player.rewind_incrementer = 10000;
+         player_save_frame();
+
+         audio_lock();
+         audio_play_oneshot( &audio_gate_pass, 1.0f );
+         audio_unlock();
+         break;
       }
-      else
-      {
-         if( player.on_board )
-         {
-            bh_debug_node(&world.bhcubes, 0, 
-                  player.camera_pos, 0xff80ff00 );
+   }
+#endif
+   
+   rb_update_transform( &player.rb );
+}
 
-            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 );
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
 
-            for( int i=0; i<len; i++ )
-               player_do_collision( &world.temp_rbs[colliders[i]] );
+VG_STATIC float *player_get_pos(void)
+{
+   return player.rb.co;
+}
 
-            player_do_motion();
-            player_animate();
-         }
-         else
-         {
-            player_walkgrid();
-         }
-      }
+VG_STATIC void player_kill(void)
+{
+   if( player.death_tick_allowance == 0 )
+   {
+      player.is_dead = 1;
+      player_ragdoll_copy_model( player.rb.v );
    }
+}
 
-   /* 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 );
+VG_STATIC float *player_cam_pos(void)
+{
+   return player.camera_pos;
 }
 
-static void draw_player(void)
+
+VG_STATIC void player_save_frame(void)
 {
-   /* Draw */
-   m4x3_copy( player.to_world, player.mdl.mroot );
+   player.controller_frame = player.controller;
+   
+   /* TODO         <interface>->save() */
+}
 
-   if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
-   else
-      character_eval( &player.mdl );
+VG_STATIC void player_restore_frame(void)
+{
+   player.controller = player.controller_frame;
 
-   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+   /* TODO         <interface>->load() */
 }
 
 #endif /* PLAYER_H */
+#endif