TurboFisto
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index da1c337df01bab8847a439dec27391e78d502b78..cd7fd57a5996b28554968ed1c2b626fa043783c1 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#include "common.h"
-#include "character.h"
+#include "player_api.h"
+
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
 
-static int freecam = 0;
+#define PLAYER_REWIND_FRAMES 60*4
 
-static struct gplayer
+struct player_instance
 {
-   /* Physics */
-   v3f co, v, a, v_last, m, bob;
-   v4f rot;
-   float vswitch, slip, slip_last,
-         reverse;
+   /* transform definition */
+   rigidbody rb, rb_gate_storage;
+   v3f angles, angles_storage;
 
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead, on_board;
+   v4f   qbasis;
+   m3x3f basis, invbasis, basis_gate;
+   world_instance *viewable_world;
 
-   /* Input */
-   v2f joy_l;
+   /*
+    * Camera management
+    * ---------------------------
+    */
+   camera cam;
 
-   v2f board_xy;
-   float grab;
-   float pitch;
+   enum camera_mode
+   {
+      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;
 
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
-   m3x3f vr;
+   /*
+    * Input 
+    * --------------------------------
+    */
+   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;
 
-   m4x3f to_world, to_local;
-   
-   struct character mdl;
+   /*
+    * Animation
+    * --------------------------------------------------
+    */
 
-   v3f handl_target, handr_target,
-       handl, handr;
-   
-   /* Camera */
-   float air_blend;
-   
-   v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
-}
-player;
+   struct player_avatar  *playeravatar;
+   glmesh                *playermesh;
+   struct player_ragdoll  ragdoll;
+   vg_tex2d              *playertex;
 
-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] );
+   player_pose            holdout_pose;
+   float                  holdout_time;
 
-   m4x3_invert_affine( player.to_world, player.to_local );
-}
+   /*
+    * Rewind
+    * ----------------------------------------------------
+    */
+   int rewinding, rewind_sound_wait;
 
-static int reset_player( int argc, char const *argv[] )
-{
-   v3_zero( player.co );
+   struct rewind_frame{
+      v3f pos;
+      v3f ang;
+   }
+   *rewind_buffer;
+   u32 rewind_length;
+   float rewind_accum;
+   ent_gate *rewind_gate;
+
+   float rewind_total_length, rewind_predicted_time,
+         dist_accum;
+   double rewind_start, rewind_time;
 
-   if( argc == 1 )
+   /*
+    * Subsystems
+    * -------------------------------------------------
+    */
+
+   enum player_subsystem
    {
-      if( !strcmp( argv[0], "tutorial" ))
-         v3_copy( world.tutorial, player.co );
+      k_player_subsystem_walk = 0,
+      k_player_subsystem_skate = 1,
+      k_player_subsystem_dead = 2
    }
+   subsystem,
+   subsystem_gate;
 
-   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 );
+   struct player_skate  _skate;
+   struct player_walk   _walk;
+   struct player_dead   _dead;
+};
 
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
 
-   player_transform_update();
-   return 0;
-}
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
+{
+   player__walk_bind,
+   player__skate_bind,
+   NULL
+};
 
-static void player_mouseview(void)
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
 {
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
+   player__walk_reset,
+   player__skate_reset,
+   NULL
+};
 
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) = 
+{
+   player__walk_pre_update,
+   player__skate_pre_update,
+   NULL
+};
 
-      v2_muladds( view_vel, delta, 0.005f, 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 );
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
+{
+   player__walk_update,
+   player__skate_update,
+   player__dead_update,
+};
 
-}
+VG_STATIC 
+void( *_player_post_update[])( player_instance *player ) =
+{
+   player__walk_post_update,
+   player__skate_post_update,
+   NULL
+};
 
-static void player_freecam(void)
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
 {
-   player_mouseview();
+   player__walk_im_gui,
+   player__skate_im_gui,
+   NULL
+};
 
-   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 );
-}
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
+{
+   player__walk_animate,
+   player__skate_animate,
+   player__dead_animate
+};
 
-static void apply_gravity( v3f vel, float const timestep )
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
 {
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
+   player__walk_post_animate,
+   player__skate_post_animate,
+   player__dead_post_animate
+};
 
-static void player_start_air(void)
+VG_STATIC
+void( *_player_restore[] )( player_instance *player ) =
 {
-   player.in_air = 1;
+   player__walk_restore,
+   player__skate_restore,
+   NULL
+};
 
-   float pstep = ktimestep*10.0f;
+/* implementation */
 
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
 
-   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 );
+#endif /* PLAYER_H */
 
-   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_copy( player.v, pv );
+#if 0
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
 
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
+#define PLAYER_H
+#ifndef PLAYER_H
+#define PLAYER_H
 
-      m3x3f vr;
-      v4f vr_q;
+#define PLAYER_REWIND_FRAMES 60*4
 
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
+#include "conf.h"
+#include "audio.h"
+#include "common.h"
+#include "world.h"
+#include "skeleton.h"
+#include "bvh.h"
 
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, ktimestep, pco );
 
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
+/* 
+ * -----------------------------------------------------------------------------
+ *                                  Memory
+ * -----------------------------------------------------------------------------
+ */
 
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
+VG_STATIC struct gplayer
+{
+   rigidbody rb, rb_frame;
+   v3f co, angles;         /* used as transfer between controllers */
 
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
+   enum player_controller
+   {
+      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;
 
-         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));
+   m4x3f visual_transform,
+         inv_visual_transform;
 
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
+   int is_dead, death_tick_allowance, rewinding;
+   int rewind_sound_wait;
 
-            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 );
+   v3f handl_target, handr_target,
+       handl, handr;
 
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
+   /* 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;
+   
+   /* Camera */
+   float air_time;
+   v3f camera_pos, smooth_localcam;
 
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
+   struct rewind_frame
+   {
+      v3f pos;
+      v3f ang;
+   }
+   *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
+   {
+      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
+      {
+         u32 bone_id;
+         //v3f offset;
+         
+         /* Collider transform relative to bone */
+         m4x3f collider_mtx,
+               inv_collider_mtx;
 
-            player.land_log_count ++;
+         u32 use_limits;
+         v3f limits[2];
 
-            break;
-         }
+         rigidbody  rb;
+         u32 parent;
+         u32 colour;
       }
-   }
+      ragdoll[32];
+      u32 ragdoll_count;
 
-   //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;
+      rb_constr_pos  position_constraints[32];
+      u32            position_constraints_count;
 
-   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      v3f angle;
-      v3_copy( player.v, angle );
-      v3_normalize( angle );
-      float resistance = v3_dot( hit.normal, angle );
+      rb_constr_swingtwist cone_constraints[32];
+      u32                  cone_constraints_count;
 
-      if( resistance < 0.25f )
-      {
-         v3_copy( hit.pos, pos );
-         return 1;
-      }
+      int shoes[2];
    }
-
-   return 0;
+   mdl;
 }
+player__OLD
 
-static float stable_force( float current, float diff )
+#if 0
+= 
 {
-   float new = current + diff;
+   .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
 
-   if( new * current < 0.0f )
-      return 0.0f;
+;
 
-   return new;
-}
+/* 
+ * 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);
+
+/* 
+ * Submodules
+ */
+VG_STATIC void player_mouseview(void);
 
-static void player_physics_ground(void)
-{
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
-    */
-   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;
-   }
+#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"
 
-   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 );
+/*
+ * player_physics_<INTERFACE>_<SUB-INTERFACE>
+ *
+ *
+ *
+ */
 
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
+/* 
+ * -----------------------------------------------------------------------------
+ *                                    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[] );
 
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
+VG_STATIC void player_init(void)                                         /* 1 */
+{
+   rb_init( &player.rb );
 
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
+   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 );
 
-   float resistance = v3_dot( norm, player.v );
-   if( resistance >= 0.0f )
-   {
-      player_start_air();
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
-   }
-   
-   /* This is where velocity integration used to be */
+   VG_VAR_I32( freecam );
+   VG_VAR_I32( cl_thirdperson );
+   VG_VAR_F32_PERSISTENT( fc_speed );
 
-   float slip = 0.0f;
+   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 );
 
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+   VG_VAR_F32( k_friction_lat );
 
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
+   VG_VAR_F32( k_cog_spring );
+   VG_VAR_F32( k_cog_damp );
 
-   /* Calculate local forces */
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+   VG_VAR_F32( k_cog_mass_ratio );
+   VG_VAR_F32( k_downforce );
 
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
+   VG_VAR_F32( k_spring_force );
+   VG_VAR_F32( k_spring_dampener );
+   VG_VAR_F32( k_spring_angular );
 
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+   VG_VAR_F32( k_mmthrow_scale );
+   VG_VAR_F32( k_mmcollect_lat );
+   VG_VAR_F32( k_mmcollect_vert );
+   VG_VAR_F32( k_mmdecay );
 
-   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 );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
+       vg_function_push( (struct vg_cmd){
+               .name = "reset",
+               .function = reset_player,
+      .poll_suggest = reset_player_poll
+       });
 
-   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 );
+       vg_function_push( (struct vg_cmd){
+               .name = "kill",
+               .function = kill_player
+       });
 
-   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);
-}
+   /* HACK */
+   rb_register_cvar();
 
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
+   player.rewind_length = 0;
+   player.rewind_buffer = 
+      vg_linear_alloc( vg_mem.rtmemory, 
+                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
+
+   player_model_init();
 }
 
-static void player_physics_air(void)
+VG_STATIC void player_save_rewind_frame(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;
-   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( player.rewind_length < PLAYER_REWIND_FRAMES )
    {
-      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 );
-         }
+      struct rewind_frame *fr = 
+         &player.rewind_buffer[ player.rewind_length ++ ];
 
-         return;
-      }
-   }
-   
-   /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
+      v2_copy( player.angles, fr->ang );
+      v3_copy( player.camera_pos, fr->pos );
 
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
+      player.rewind_incrementer = 0;
 
-      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 ))
+      if( player.rewind_length > 1 )
       {
-         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;
+         player.rewind_total_length += 
+            v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
+                     player.rewind_buffer[player.rewind_length-2].pos );
       }
-      time_to_impact += pstep;
    }
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-   {
-
-      float iX = vg_get_axis( "vertical" ) * 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 );
 }
 
-static void player_do_motion(void)
-{
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
-   player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
-   if( player.in_air )
-      player_physics_air();
 
-   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 );
+/* disaster */
+VG_STATIC int         menu_enabled(void);
+#include "menu.h"
 
-   /* Integrate inertia */
-   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
-   m3x3_mulv( player.to_world, vup, vup );
+VG_STATIC void player_do_motion(void);
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
+{
+   if( menu_enabled() )
+      return;
 
-   static float siY = 0.0f;
+   v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
 
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
+   if( vg_input.controller_should_use_trackpad_look )
+   {
+      static v2f last_input;
+      static v2f vel;
+      static v2f vel_smooth;
 
-   q_axis_angle( rotate, vup, siY );
-   q_mul( rotate, player.rot, player.rot );
+      v2f input = { player.input_js2h->axis.value,
+                    player.input_js2v->axis.value };
 
-   player.iY = 0.0f; /* temp */
+      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 );
+      }
 
-#if 0
-   /* GATE COLLISION */
-   if( gate_intersect( &gate_a, player.co, prevco ) )
+      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
    {
-      teleport_gate *gate = &gate_a;
-
-      m4x3f transport;
-      m4x3_mul( gate->other->to_world, gate->to_local, transport );
-      m4x3_mulv( transport, player.co, player.co );
-      m3x3_mulv( transport, player.v, player.v );
-      m3x3_mulv( transport, player.v_last, player.v_last );
-      m3x3_mulv( transport, player.m, player.m );
-      m3x3_mulv( transport, player.bob, player.bob );
-
-      v4f transport_rotation;
-      m3x3_q( transport, transport_rotation );
-      q_mul( transport_rotation, player.rot, player.rot );
+      player.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;
    }
-#endif
 
-   /* Camera and character */
-   player_transform_update();
-
-   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.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 );
+   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 }
 
-/*
- * 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 int player_walkgrid_samplepole( u32 *geo, int len, v3f pos )
+/* Deal with input etc */
+VG_STATIC void player_update_pre(void)
 {
-   v3f p1;
-   v3_copy( pos, p1 );
-   p1[1] -= 10.0f;
 
-   vg_line( pos, p1, 0x20ffffff );
+   {
+      v3f ra, rb, rx;
+      v3_copy( main_camera.pos, ra );
+      v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
 
-   v3f sample_pos;
-   v3_copy(pos, sample_pos);
+      float t;
+      if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
+      {
+         m4x3f mtx;
+         m3x3_identity( mtx );
+         v3_lerp( ra, rb, t, mtx[3] );
 
-   v3f vdir = {0.0f,-1.0f,0.0f};
-   int count = 0;
+         debug_sphere( mtx, 0.4f, 0xff00ff00 );
 
-   ray_hit hit;
-   hit.dist = INFINITY;
-   for( int i=0; i<len; i++ )
-   {
-      u32 *tri = &world.geo.indices[ geo[i] ];
-      count += bvh_ray_tri( &world.geo, tri, sample_pos, vdir, &hit );
+         v3f x1;
+         v3_muladds( mtx[3], rx, 0.4f, x1 );
+         vg_line( mtx[3], x1, 0xffffffff );
+      }
    }
 
-   if( count )
-   {
-      v3f v0, v1;
-      float *pa = world.geo.verts[hit.tri[0]].co,
-            *pb = world.geo.verts[hit.tri[1]].co,
-            *pc = world.geo.verts[hit.tri[2]].co;
-
-      v3_sub( pa, pb, v0 );
-      v3_sub( pc, pb, v1 );
-      v3_cross( v1, v0, hit.normal );
-      v3_normalize( hit.normal );
-      v3_muladds( sample_pos, vdir, hit.dist, pos );
-
-      draw_cross( pos, 0xff00ff00, 0.05f );
-      return count;
-   }
-   else
-      return 0;
-}
+#if 0
 
-static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
-{
-   float max_dist = 0.0f;
-   v3f tri[3];
-   v3f perp;
-   v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp );
-   v3_copy( pos, clip );
+   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
+
+   if( player.rewinding )
+      return;
 
-   for( int i=0; i<len; i++ )
+   if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
    {
-      u32 *ptri = &world.geo.indices[ geo[i] ];
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+      double delta = world.time - world.last_use;
 
-      for( int k=0; k<3; k++ )
+      if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
       {
-         int ia = k,
-             ib = (k+1)%3;
+         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 );
          
-         v3f v0, v1;
-         v3_sub( tri[ia], pos, v0 );
-         v3_sub( tri[ib], pos, v1 );
+         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( (dir[2]*v0[0] - dir[0]*v0[2]) *
-             (dir[2]*v1[0] - dir[0]*v1[2]) < 0.0f )
+         if( player.controller == k_player_controller_walk )
          {
-            float da = v3_dot(v0,perp),
-                  db = v3_dot(v1,perp),
-                  d  = da-db,
-                  qa = da/d;
+            player.angles[0] = atan2f( -player.rb.forward[2], 
+                                       -player.rb.forward[0] );
+         }
 
-            v3f p0;
-            v3_muls( v1, qa, p0 );
-            v3_muladds( p0, v0, 1.0f-qa, p0 );
+         player.mdl.shoes[0] = 1;
+         player.mdl.shoes[1] = 1;
 
-            float h = v3_dot(p0,dir)/v3_dot(dir,dir);
+         world_routes_notify_reset();
 
-            if( h >= max_dist && h <= 1.0f )
-            {
-               max_dist = h;
-               v3_copy( p0, clip );
-            }
+         /* apply 1 frame of movement */
+         player_do_motion();
+      }
+      else
+      {
+         if( player.is_dead )
+         {
+            reset_player( 0, NULL );
+         }
+         else
+         {
+            /* cant do that */
+            audio_lock();
+            audio_play_oneshot( &audio_rewind[4], 1.0f );
+            audio_unlock();
          }
       }
    }
 
-   v3f clippos;
-   v3_add( pos, clip, clippos );
-   draw_cross( clippos, 0xffffff00, 0.05f );
-}
+   if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
+   {
+      audio_lock();
 
-static void player_walkgrid_getsurface(void)
-{
-   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;
-   float const k_region_size = (float)k_gridamt/2.0f * k_gridscale;
+#if 0
+      if( phys->controller == k_player_controller_walk )
+      {
+         phys->controller = k_player_controller_skate;
 
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
+         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;
 
-   u32 geo[128];
+         audio_play_oneshot( &audio_lands[5], 1.0f );
+      }
+#endif
 
-   boxf region;
-   v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] );
-   v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] );
+      audio_unlock();
+   }
 
-   int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 );
+   if( player.controller == k_player_controller_walk )
+      player_mouseview();
+}
 
-   v3f tri[3];
-   for( int i=0; i<tri_count; i++ )
-   {
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ world.geo.indices[geo[i]+j] ].co, tri[j] );
+VG_STATIC void player_update_fixed(void)                                 /* 2 */
+{
+   if( player.rewinding )
+      return;
 
-#if 0
-      vg_line( tri[0], tri[1], 0xffa2ff30 );
-      vg_line( tri[1], tri[2], 0xffa2ff30 );
-      vg_line( tri[2], tri[0], 0xffa2ff30 );
-#endif 
-   }
+   if( player.death_tick_allowance )
+      player.death_tick_allowance --;
 
-   struct grid_sample
+   if( player.is_dead )
    {
-      int valid;
-      v3f clip[2];
-      v3f pos;
+      player_ragdoll_iter();
    }
-   samples[ k_gridamt ][ k_gridamt ];
-   
-   /* Get surface samples */
-   for( int y=0; y<k_gridamt; y++ )
+   else
    {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         struct grid_sample *s = &samples[y][x];
-         v3_muladds( region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
-         s->pos[1] = player.co[1] + k_height;
+      player.rewind_incrementer ++;
 
-         s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0;
-      }
-   }
-   
-   /* 
-    * Calculate h+v clipping distances.
-    * Distances are stored in A always, so you know that if the sample is
-    * invalid, this signifies the start of the manifold as opposed to the
-    * extent or bounds of it.
-    */
-   for( int i=0; i<2; i++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
+      if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
       {
-         for( int z=0; z<k_gridamt-1; z++ )
-         {
-            v3f clipdir = { 0.0f, 0.0f, 0.0f };
-            
-            struct grid_sample *sa, *sb;
-            if( i == 1 )
-            {
-               sa = &samples[z][x];
-               sb = &samples[z+1][x];
-            }
-            else
-            {
-               sa = &samples[x][z];
-               sb = &samples[x][z+1];
-            }
-
-            if( sa->valid != sb->valid )
-            {
-               clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale;
-               player_walkgrid_clip( geo, tri_count, 
-                     sa->valid? sa->pos: sb->pos,
-                     clipdir, sa->clip[i] );
-            }
-            else
-            {
-               if( sa->valid )
-               {
-                  vg_line( sa->pos, sb->pos, 0xffffffff );
-               }
-            }
-         }
+         player_save_rewind_frame();
       }
+
+      player_do_motion();
    }
+}
 
-   /* Draw connections */
-   for( int x=0; x<k_gridamt-1; x++ )
+VG_STATIC void player_update_post(void)
+{
+#if 0
+   for( int i=0; i<player.prediction_count; i++ )
    {
-      for( int z=0; z<k_gridamt-1; z++ )
-      {
-         static const struct conf
-         {
-            struct confedge
-            {  
-               /* i: sample index
-                * d: data index
-                * a: axis index
-                */
-               int i0, i1, 
-                   d0, d1,
-                   a0, a1;
-            }
-            edges[2];
-            int edge_count;
-         }
-         k_configs[16] = {
-            {{},0},
-            {{{ 3, 3, 3, 0, 1,0 }}, 1},
-            {{{ 2, 2, 1, 3, 0,1 }}, 1},
-            {{{ 2, 3, 1, 0, 0,0 }}, 1},
-
-            {{{ 1, 1, 0, 1, 1,0 }}, 1},
-            {{{ 3, 3, 3, 0, 1,0 },
-              { 1, 1, 0, 1, 1,0 }}, 2},
-            {{{ 1, 2, 0, 3, 1,1 }}, 1},
-            {{{ 1, 3, 0, 0, 1,0 }}, 1},
-
-            {{{ 0, 0, 0, 0, 0,1 }}, 1},
-            {{{ 3, 0, 3, 0, 1,1 }}, 1},
-            {{{ 2, 2, 1, 3, 0,1 },
-              { 0, 0, 0, 0, 0,1 }}, 2},
-            {{{ 2, 0, 1, 0, 0,1 }}, 1},
-
-            {{{ 0, 1, 0, 1, 0,0 }}, 1},
-            {{{ 3, 1, 3, 1, 1,0 }}, 1},
-            {{{ 0, 2, 0, 3, 0,1 }}, 1},
-            {{},0},
-         };
-         
-         struct grid_sample *corners[4] =
-         {
-            &samples[z][x],
-            &samples[z+1][x],
-            &samples[z+1][x+1],
-            &samples[z][x+1]
-         };
+      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 );
 
-         u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | 
-                      (corners[2]->valid<<1) | corners[3]->valid;
+      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
 
-         const struct conf *conf = &k_configs[ config ];
+      v3f p1;
+      v3_add( p->log[p->log_length-1], p->n, p1 );
+      vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+   }
+#endif
 
-         for( int i=0; i<conf->edge_count; i++ )
-         {
-            const struct confedge *edge = &conf->edges[i];
+#if 0
+   if( player.is_dead )
+   {
+      player_debug_ragdoll();
 
-            v3f p0, p1;
-            v3_add( corners[edge->i0]->pos, 
-                    corners[edge->d0]->clip[edge->a0], p0 );
-            v3_add( corners[edge->i1]->pos, 
-                    corners[edge->d1]->clip[edge->a1], p1 );
-            vg_line( p0, p1, 0xff0000ff );
+      if( !freecam )
+         player_animate_death_cam();
+   }
+   else
+   {
+      player_animate();
 
-            vg_line( corners[edge->i0]->pos, p0, 0xffffffff );
-            vg_line( corners[edge->i1]->pos, p1, 0xffffffff );
-         }
+      if( !freecam )
+      {
+         if( cl_thirdperson )
+            player_animate_camera_thirdperson();
+         else
+            player_animate_camera();
       }
    }
-}
 
-static void player_walkgrid(void)
-{
-   player_walkgrid_getsurface();
+   if( freecam )
+#endif
+      player_freecam();
 
-   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;
+   /* CAMERA POSITIONING: LAYER 0 */
+   v2_copy( player.angles, main_camera.angles );
+   v3_copy( player.camera_pos, main_camera.pos );
 
 #if 0
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
-   
-   struct grid_sample
+   if( player.rewinding )
    {
-      ray_hit hit;
-      int valid;
-   }
-   samples[ k_gridamt ][ k_gridamt ];
+      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 grid_origin;
-   v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, 
-         (float)(k_gridamt/2) * k_gridscale, grid_origin );
+         v2f override_angles;
+         v3f override_pos;
 
-   /* 
-    * Get sample 'poles'
-    */
-   for( int y=0; y<k_gridamt; y++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         v3f sample_coord;
-         v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
-         sample_coord[1] += k_height;
+         float budget         = vg.time_delta,
+               overall_length = player.rewind_length;
 
-         struct grid_sample *sample = &samples[y][x];
-         sample->valid = 0;
-         sample->hit.dist = k_stepheight+k_height;
+         world_routes_rollback_time( player.rewind_time / overall_length );
 
-         if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
+         for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
          {
-            if( sample->hit.normal[1] >= k_miny &&
-                ray_hit_is_ramp( &sample->hit ))
-            {
-               sample->valid = 1;
-               draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
-            }
-            else
-               draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
+            /* Interpolate frames */
+            int i0 = floorf( player.rewind_time ),
+                i1 = VG_MIN( i0+1, player.rewind_length-1 );
+            
+            struct rewind_frame *fr =  &player.rewind_buffer[i0],
+                                *fr1 = &player.rewind_buffer[i1];
+
+            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
+                  subl = vg_fractf( player.rewind_time ) + 0.001f,
+
+                  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),
+
+                  advl = vg_minf( mod, subl ),
+                  advt = (advl / mod) * budget;
+            
+            player.dist_accum += speed * advt;
+            player.rewind_time -= advl;
+            budget -= advt;
          }
-      }
-   }
 
-   /*
-    * Clip grid intersections with triangle edges
-    */
-   for( int dir=0; dir<2; dir++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         for( int y=0; y<k_gridamt-1; y++ )
-         {
-            struct grid_sample *sa, *sb;
+         player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
+
+         float current_time = vg.time - player.diag_rewind_start,
+               remaining    = player.rewind_predicted_time - current_time;
 
-            if( dir == 0 )
+         if( player.rewind_sound_wait )
+         {
+            if( player.rewind_predicted_time >= 6.5f )
             {
-               sa = &samples[y][x];
-               sb = &samples[y+1][x];
+               if( remaining <= 6.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[3], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
             }
-            else
+            else if( player.rewind_predicted_time >= 2.5f )
             {
-               sa = &samples[x][y];
-               sb = &samples[x][y+1];
+               if( remaining <= 2.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[2], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
             }
-
-            if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
+            else if( player.rewind_predicted_time >= 1.5f )
             {
-               int line = dir==0? 0:2,
-                   axis = dir==0? 2:0;
-
-               v3f tri[3];
-               ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
-
-               v3f other = {0,0,0};
-               other[axis] = sa->valid? k_gridscale: -k_gridscale;
-               v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other );
-               vg_line( sa->valid? sa->hit.pos: sb->hit.pos, 
-                     other, 0xffffffff );
-
-               v3f sample;
-               if( dir == 0 )
-               v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample);
-               else
-               v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample);
-               
-               /* Clip triangles until we find an edge inside the cell */
-               float offset = sample[line],
-                      basis = sample[axis];
-
-               for( int i=0; i<3; i++ )
+               if( remaining <= 1.5f )
                {
-                  int ia = i,
-                      ib = (i+1)%3;
-                  float pa = tri[ia][line],
-                        pb = tri[ib][line];
-
-                  vg_line( tri[ia],tri[ib],0xffaaaaaa );
-
-                  if( (pa-offset)*(pb-offset) > 0.0f )
-                     continue;
-
-                  float d = pb-pa,
-                       qa = (offset-pa)/d,
-                        h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis],
-                        q = (h-basis)/k_gridscale;
-
-                  if( q >= 0.0f && q <= 1.0f )
-                  {
-                     float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
-                     v3f intersection;
-                     if( dir == 0 )
-                        v3_copy( (v3f){ offset, height, h }, intersection );
-                     else
-                        v3_copy( (v3f){ h, height, offset }, intersection );
-                     draw_cross( intersection, 0xffff0000, 0.06f );
-                     break;
-                  }
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[1], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
                }
             }
          }
+         
+         int i0 = floorf( player.rewind_time ),
+             i1 = VG_MIN( i0+1, player.rewind_length-1 );
+         
+         struct rewind_frame *fr =  &player.rewind_buffer[i0],
+                             *fr1 = &player.rewind_buffer[i1];
+         
+         float sub = vg_fractf(player.rewind_time);
+
+         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 );
+
+         /* CAMERA POSITIONING: LAYER 1 */
+         float blend = (4.0f-player.rewind_time) * 0.25f,
+               c     = vg_clampf( blend, 0.0f, 1.0f );
+
+         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
-   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( 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 );
-   
-   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
-   player_mouseview();
-   player_transform_update();
+
+   camera_update_transform( &main_camera );
+   player_audio();
 }
 
-static void player_animate(void)
+VG_STATIC void draw_player( camera *cam )
 {
-   /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-   v3f target;
+   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 );
    
-   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 );
+   mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
+   mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
+}
 
-#if 0
-   if( !freecam )
+VG_STATIC void player_do_motion(void)
+{
+   if( world.water.enabled )
    {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
+      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();
+      }
    }
-#endif
-
-   /* 
-    * Animation blending
-    * ===========================================
-    */
-
-   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;
-
-   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 );
-   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 );
-
-   /* 
-    * Additive effects
-    * ==========================
-    */
-   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
-                   *arm_r = &player.mdl.ik_arm_r;
-
-   v3f localv;
-   m3x3_mulv( player.to_local, player.v, localv );
-   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
-   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
-
-   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] );
 
+   v3f prevco;
+   v3_copy( player.rb.co, prevco );
 
-   float wheel_r = offset[0]*-0.4f;
-   v4f qwheel;
-   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
+   if( player.controller == k_player_controller_skate )
+   {
+#if 0
+      player_skate_update();
+#endif
+   }
+   else
+      player_walk_physics( &player_walky );
    
-   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] );
+   /* 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 )
+   {
+      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 );
+   }
 
-   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 );
+   /* Faux angular velocity */
+   v4f rotate; 
 
+   float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
+   phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
 
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+   q_axis_angle( rotate, phys->rb.up, phys->siY );
+   q_mul( rotate, phys->rb.q, phys->rb.q );
+   phys->iY = 0.0f;
+#endif
 
-   if( 1||player.in_air )
+   /* 
+    * Gate intersection, by tracing a line over the gate planes 
+    */
+#if 0
+   for( int i=0; i<world.gate_count; i++ )
    {
-      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 );
+      struct route_gate *rg = &world.gates[i];
+      teleport_gate *gate = &rg->gate;
 
-      if( tuck < 0.0f )
+      if( gate_intersect( gate, phys->rb.co, prevco ) )
       {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
+         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 );
+
+         v4f transport_rotation;
+         m3x3_q( gate->transport, transport_rotation );
+         q_mul( transport_rotation, phys->rb.q, phys->rb.q );
+         
+         world_routes_activate_gate( i );
 
-         if( player.grab > 0.1f )
+         if( phys->controller == k_player_controller_walk )
          {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-         }
-      }
-      else
-      {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
+            v3f fwd_dir = {cosf(player.angles[0]),
+                           0.0f,
+                           sinf(player.angles[0])};
+            m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
 
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
+            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;
       }
    }
+#endif
+   
+   rb_update_transform( &player.rb );
+}
 
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
-   /* Head rotation */
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
 
-   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;
+VG_STATIC float *player_get_pos(void)
+{
+   return player.rb.co;
 }
 
-static void player_update(void)
+VG_STATIC void player_kill(void)
 {
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-
-   if( freecam )
-   {
-      player_freecam();
-   }
-   else
+   if( player.death_tick_allowance == 0 )
    {
-      if( player.is_dead )
-      {
-         character_ragdoll_iter( &player.mdl );
-         character_debug_ragdoll( &player.mdl );
-      }
-      else
-      {
-         if( player.on_board )
-         {
-            player_do_motion();
-            player_animate();
-         }
-         else
-         {
-            player_walkgrid();
-         }
-      }
+      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