.......
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 0e38d856aa7ccdb09cc57bd5a09a4c2a176b962b..febd8e667755db7d6475c14b16cf64052f813aa5 100644 (file)
--- a/player.h
+++ b/player.h
@@ -3,7 +3,9 @@
 
 #include "audio.h"
 #include "common.h"
-#include "character.h"
+#include "world.h"
+//#include "character.h"
+#include "player_model.h"
 #include "bvh.h"
 
 /* 
 
 static float 
    k_walkspeed             = 2.0f,
-   k_board_radius          = 0.25f,
-   k_board_length          = 0.65f,
+   k_board_radius          = 0.3f,
+   k_board_length          = 0.45f,
    k_board_allowance       = 0.04f,
-   k_friction_lat          = 8.68f,
-   k_friction_resistance   = 0.02f,
+   k_friction_lat          = 8.8f,
+   k_friction_resistance   = 0.01f,
    k_max_push_speed        = 16.0f,
-   k_push_accel            = 5.0f,
+   k_push_accel            = 10.0f,
    k_push_cycle_rate       = 8.0f,
    k_steer_ground          = 2.5f,
    k_steer_air             = 3.6f,
    k_steer_air_lerp        = 0.3f,
-   k_downforce             = 5.0f;
+   k_pump_force            = 000.0f,
+   k_downforce             = 5.0f,
+   k_jump_charge_speed     = (1.0f/1.0f),
+   k_jump_force            = 5.0f;
 
 static int freecam = 0;
 static int walk_grid_iterations = 1;
+static float fc_speed = 10.0f;
 
 static struct gplayer
 {
    /* Physics */
-   v3f co, v, w, a, v_last, m, bob, vl;
+   rigidbody rb, collide_front, collide_back, rb_gate_frame;
 
-   /* Utility */
-   v3f up, right, forward;
+   v3f a, v_last, m, bob, vl;
 
-   v4f rot;
+   /* Utility */
    float vswitch, slip, slip_last,
          reverse;
 
-   int rf, rb;
-   v3f ctf, ctb;
-
    float iY;   /* Yaw inertia */
    int in_air, is_dead, on_board;
 
    v2f board_xy;
    float grab;
    float pitch;
-
+   float pushing, push_time;
+   float jump;
+   int jump_charge;
+   
    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;
 
@@ -69,28 +72,29 @@ static struct gplayer
    v3f camera_pos, smooth_localcam;
    v2f angles;
    m4x3f camera, camera_inverse;
+
+   /* animation */
+   double jump_time;
+   float fslide,
+         fdirz, fdirx,
+         fstand,
+         ffly,
+         fpush,
+         fairdir,
+         fsetup;
 }
 player = 
 {
-   .on_board = 1
+   .on_board = 1,
+
+   .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
+   .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
 };
 
 /* 
  * Player API
  */
 
-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 );
-
-   m3x3_mulv( player.to_world, (v3f){1.0f,0.0f, 0.0f}, player.right );
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f, 0.0f}, player.up );
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, player.forward );
-}
 
 /*
  * Free camera movement
@@ -113,13 +117,13 @@ static void player_mouseview(void)
       v2_sub( vg_mouse, mouse_last, delta );
       v2_copy( vg_mouse, mouse_last );
 
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
+      v2_muladds( view_vel, delta, 0.001f, 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_muls( view_vel, 0.93f, 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 );
 }
@@ -128,7 +132,7 @@ static void player_freecam(void)
 {
    player_mouseview();
 
-   float movespeed = 25.0f;
+   float movespeed = fc_speed;
    v3f lookdir = { 0.0f, 0.0f, -1.0f },
        sidedir = { 1.0f, 0.0f,  0.0f };
    
@@ -175,14 +179,11 @@ static void player_start_air(void)
    player.in_air = 1;
 
    float pstep = ktimestep*10.0f;
-
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
-
-   float k_bias = 0.97f;
+   float best_velocity_delta = -9999.9f;
+   float k_bias = 0.96f;
 
    v3f axis;
-   v3_cross( player.up, player.v, axis );
+   v3_cross( player.rb.up, player.rb.v, axis );
    v3_normalize( axis );
    player.land_log_count = 0;
    
@@ -193,8 +194,8 @@ static void player_start_air(void)
       float vmod = ((float)m / 15.0f)*0.09f;
 
       v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_muls( player.v, k_bias, pv );
+      v3_copy( player.rb.co, pco );
+      v3_muls( player.rb.v, k_bias, pv );
 
       /* 
        * Try different 'rotations' of the velocity to find the best possible
@@ -241,7 +242,6 @@ static void player_start_air(void)
             if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
             {
                best_velocity_delta = land_delta;
-               best_velocity_mod = vmod;
 
                v3_copy( contact.pos, player.land_target );
                
@@ -285,7 +285,7 @@ static void player_physics_control(void)
     */
 
    v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
+   m3x3_mulv( player.rb.to_local, player.rb.v, vel );
    float slip = 0.0f;
    
    if( fabsf(vel[2]) > 0.01f )
@@ -302,24 +302,48 @@ static void player_physics_control(void)
    for( int i=0; i<5; i++ )
    {
       vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -8.78f *substep );
+      vel[0] = stable_force( vel[0], 
+            vg_signf( vel[0] ) * -k_friction_lat*substep );
    }
    
    static double start_push = 0.0;
    if( vg_get_button_down( "push" ) )
       start_push = vg_time;
 
+   if( vg_get_button( "jump" ) )
+   {
+      player.jump += ktimestep * k_jump_charge_speed;
+      player.jump_charge = 1;
+   }
+
    if( !vg_get_button("break") && vg_get_button( "push" ) )
    {
-      float cycle_time = (vg_time-start_push)*k_push_cycle_rate,
+      player.pushing = 1.0f;
+      player.push_time = vg_time-start_push;
+
+      float cycle_time = player.push_time*k_push_cycle_rate,
             amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
             current = v3_length( vel ),
             new_vel = vg_minf( current + amt, k_max_push_speed );
+
       new_vel -= vg_minf(current, k_max_push_speed);
       vel[2] -= new_vel * player.reverse;
    }
+
+   /* Pumping */
+   static float previous = 0.0f;
+   float delta = previous - player.grab,
+          pump = delta * k_pump_force*ktimestep;
+   previous = player.grab;
+
+   v3f p1;
+   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
+   vg_line( player.rb.co, p1, 0xff0000ff );
+
+   vel[1] += pump;
+
    
-   m3x3_mulv( player.to_world, vel, player.v );
+   m3x3_mulv( player.rb.to_world, vel, player.rb.v );
    
    float steer = vg_get_axis( "horizontal" );
    player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
@@ -330,7 +354,7 @@ static void player_physics_control(void)
 
 static void player_physics_control_air(void)
 {
-   m3x3_mulv( player.vr, player.v, player.v );
+   m3x3_mulv( player.vr, player.rb.v, player.rb.v );
    draw_cross( player.land_target, 0xff0000ff, 0.25f );
 
    ray_hit hit;
@@ -341,8 +365,8 @@ static void player_physics_control_air(void)
    float pstep = ktimestep*10.0f;
 
    v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
+   v3_copy( player.rb.co, pco );
+   v3_copy( player.rb.v, pv );
    
    float time_to_impact = 0.0f;
    float limiter = 1.0f;
@@ -366,12 +390,9 @@ static void player_physics_control_air(void)
       float orig_dist = contact.dist;
       if( ray_world( pco1, vdir, &contact ))
       {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
-         float angle = v3_dot( localup, contact.normal );
+         float angle = v3_dot( player.rb.up, contact.normal );
          v3f axis; 
-         v3_cross( localup, contact.normal, axis );
+         v3_cross( player.rb.up, contact.normal, axis );
 
          time_to_impact += (contact.dist/orig_dist)*pstep;
          limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
@@ -383,7 +404,7 @@ static void player_physics_control_air(void)
          {
             v4f correction;
             q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rot, player.rot );
+            q_mul( correction, player.rb.q, player.rb.q );
          }
 
          draw_cross( contact.pos, 0xffff0000, 0.25f );
@@ -401,12 +422,8 @@ static void player_physics_control_air(void)
       siX = vg_lerpf( siX, iX, k_steer_air_lerp );
       
       v4f rotate;
-      v3f vside;
-      
-      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-      q_axis_angle( rotate, vside, siX );
-      q_mul( rotate, player.rot, player.rot );
+      q_axis_angle( rotate, player.rb.right, siX );
+      q_mul( rotate, player.rb.q, player.rb.q );
    }
    
    v2f target = {0.0f,0.0f};
@@ -415,82 +432,73 @@ static void player_physics_control_air(void)
    v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
 }
 
-static void player_physics(void)
+static void player_init(void)
 {
-   m4x3f mboard;
-   v3_copy( player.to_world[0], mboard[0] );
-   v3_copy( player.to_world[2], mboard[1] );
-   v3_copy( player.to_world[1], mboard[2] );
-   m4x3_mulv( player.to_world, (v3f){ 0.0f, 0.3f, 0.0f }, mboard[3] );
-
-   debug_capsule( mboard, k_board_length*2.0f, k_board_radius, 0xff0000ff );
+   rb_init( &player.collide_front );
+   rb_init( &player.collide_back  );
+}
 
-   boxf region = {{ -k_board_radius, -k_board_length, -k_board_radius },
-                  {  k_board_radius,  k_board_length,  k_board_radius }};
-   m4x3_transform_aabb( mboard, region );
+static void player_physics(void)
+{
+   /*
+    * Update collision fronts
+    */
    
-   u32 geo[256];
-   v3f tri[3];
-   int len = bh_select( &world.geo.bhtris, region, geo, 256 );
+   rigidbody *rbf = &player.collide_front,
+             *rbb = &player.collide_back;
 
-   v3f poles[2];
-   m4x3_mulv(mboard, (v3f){0.0f,-k_board_length+k_board_radius,0.0f}, poles[0]);
-   m4x3_mulv(mboard, (v3f){0.0f, k_board_length-k_board_radius,0.0f}, poles[1]);
+   m3x3_copy( player.rb.to_world, player.collide_front.to_world );
+   m3x3_copy( player.rb.to_world, player.collide_back.to_world );
    
-   struct contact manifold[12];
-   int manifold_count = 0;
+   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+   float h = player.air_blend*0.2f;
 
-   v3f surface_avg = {0.0f, 0.0f, 0.0f};
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
+   v3_copy( rbf->co, rbf->to_world[3] );
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
+   v3_copy( rbb->co, rbb->to_world[3] );
 
-   for( int i=0; i<len; i++ )
-   {
-      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
+   m4x3_invert_affine( rbf->to_world, rbf->to_local );
+   m4x3_invert_affine( rbb->to_world, rbb->to_local );
 
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+   rb_update_bounds( rbf );
+   rb_update_bounds( rbb );
 
-      vg_line(tri[0],tri[1],0xff00ff00 );
-      vg_line(tri[1],tri[2],0xff00ff00 );
-      vg_line(tri[2],tri[0],0xff00ff00 );
+   rb_debug( rbf, 0xff00ffff );
+   rb_debug( rbb, 0xffffff00 );
 
-      v3f co, norm;
-      float p;
+   rb_ct manifold[24];
+   int len = 0;
 
-      for( int j=0; j<2; j++ )
-      {
-         if( sphere_vs_triangle( poles[j], k_board_radius, tri,co,norm,&p) )
-         {
-            if(manifold_count >= vg_list_size(manifold))
-            {
-               vg_error("Manifold overflow!\n");
-               break;
-            }
+   len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
+   len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len );
 
-            v3f p1;
-            v3_muladds( poles[j], norm, p, p1 );
-            vg_line( poles[j], p1, 0xffffffff );
-
-            struct contact *ct = &manifold[manifold_count ++];
-            v3_sub( co, player.co, ct->delta );
-            v3_copy( co, ct->co );
-            v3_copy( norm, ct->n );
-            ct->bias = -0.2f*k_rb_rate*vg_minf(0.0f,-p+k_board_allowance);
-            ct->norm_impulse = 0.0f;
-
-            v3_add( norm, surface_avg, surface_avg );
-         }
-      }
-   }
+   rb_presolve_contacts( manifold, len );
+   v3f surface_avg = {0.0f, 0.0f, 0.0f};
 
-   if( !manifold_count )
+   if( !len )
    {
       player_start_air();
    }
    else
    {
+      for( int i=0; i<len; i++ )
+      {
+         v3_add( manifold[i].n, surface_avg, surface_avg );
+
+#if 0
+         if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
+         {
+            player.is_dead = 1;
+            character_ragdoll_copypose( &player.mdl, player.rb.v );
+            return;
+         }
+#endif
+      }
+
       v3_normalize( surface_avg );
 
-      if( v3_dot( player.v, surface_avg ) > 0.5f )
+      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
       {
          player_start_air();
       }
@@ -498,15 +506,16 @@ static void player_physics(void)
          player.in_air = 0;
    }
 
-   for( int j=0; j<10; j++ )
+   for( int j=0; j<5; j++ )
    {
-      for( int i=0; i<manifold_count; i++ )
+      for( int i=0; i<len; i++ )
       {
          struct contact *ct = &manifold[i];
          
-         v3f dv;
-         v3_cross( player.w, ct->delta, dv );
-         v3_add( player.v, dv, dv );
+         v3f dv, delta;
+         v3_sub( ct->co, player.rb.co, delta ); 
+         v3_cross( player.rb.w, delta, dv );
+         v3_add( player.rb.v, dv, dv );
 
          float vn = -v3_dot( dv, ct->n );
          vn += ct->bias;
@@ -516,11 +525,18 @@ static void player_physics(void)
          vn = ct->norm_impulse - temp;
 
          v3f impulse;
-
          v3_muls( ct->n, vn, impulse );
-         v3_add( impulse, player.v, player.v );
 
-         v3_cross( ct->delta, impulse, impulse );
+         if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
+             fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+         {
+            player.is_dead = 1;
+            character_ragdoll_copypose( &player.mdl, player.rb.v );
+            return;
+         }
+
+         v3_add( impulse, player.rb.v, player.rb.v );
+         v3_cross( delta, impulse, impulse );
 
          /*
           * W Impulses are limited to the Y and X axises, we don't really want
@@ -530,37 +546,58 @@ static void player_physics(void)
           * components.
           */
          
-         float wy = v3_dot( player.up, impulse ),
-               wx = v3_dot( player.right, impulse );
+         float wy = v3_dot( player.rb.up, impulse ),
+               wx = v3_dot( player.rb.right, impulse )*1.5f;
 
-         v3_muladds( player.w, player.up, wy, player.w );
-         v3_muladds( player.w, player.right, wx, player.w );
+         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
+         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
       }
    }
 
+   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+   player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+   player.pushing = 0.0f;
+
    if( !player.in_air )
    {
       v3f axis;
-      float angle = v3_dot( player.up, surface_avg );
-      v3_cross( player.up, surface_avg, axis );
+      float angle = v3_dot( player.rb.up, surface_avg );
+      v3_cross( player.rb.up, surface_avg, axis );
 
-      float cz = v3_dot( player.forward, axis );
-      v3_muls( player.forward, cz, axis );
+      //float cz = v3_dot( player.rb.forward, axis );
+      //v3_muls( player.rb.forward, cz, axis );
 
       if( angle < 0.999f )
       {
          v4f correction;
          q_axis_angle( correction, axis, acosf(angle)*0.3f );
-         q_mul( correction, player.rot, player.rot );
+         q_mul( correction, player.rb.q, player.rb.q );
       }
 
-      v3_muladds( player.v, player.up, -k_downforce*ktimestep, player.v );
+      v3_muladds( player.rb.v, player.rb.up, 
+            -k_downforce*ktimestep, player.rb.v );
+
       player_physics_control();
+
+      if( !player.jump_charge && player.jump > 0.2f )
+      {
+         v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump,
+                     player.rb.v );
+
+         player.jump_time = vg_time;
+      }
    }
    else
    {
       player_physics_control_air();
    }
+
+   if( !player.jump_charge )
+   {
+      player.jump -= k_jump_charge_speed * ktimestep;
+   }
+   player.jump_charge = 0;
+   player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
 }
 
 static void player_do_motion(void)
@@ -572,23 +609,23 @@ static void player_do_motion(void)
    
    /* Integrate velocity */
    v3f prevco;
-   v3_copy( player.co, prevco );
+   v3_copy( player.rb.co, prevco );
    
-   apply_gravity( player.v, ktimestep );
-   v3_muladds( player.co, player.v, ktimestep, player.co );
+   apply_gravity( player.rb.v, ktimestep );
+   v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
 
    /* Real angular velocity integration */
-   v3_lerp( player.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.w );
-   if( v3_length2( player.w ) > 0.0f )
+   v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
+   if( v3_length2( player.rb.w ) > 0.0f )
    {
       v4f rotation;
       v3f axis;
-      v3_copy( player.w, axis );
+      v3_copy( player.rb.w, axis );
       
       float mag = v3_length( axis );
       v3_divs( axis, mag, axis );
       q_axis_angle( rotation, axis, mag*k_rb_delta );
-      q_mul( rotation, player.rot, player.rot );
+      q_mul( rotation, player.rb.q, player.rb.q );
    }
 
    /* Faux angular velocity */
@@ -598,21 +635,22 @@ static void player_do_motion(void)
    float lerpq = player.in_air? 0.04f: 0.3f;
    siY = vg_lerpf( siY, player.iY, lerpq );
 
-   q_axis_angle( rotate, player.up, siY );
-   q_mul( rotate, player.rot, player.rot );
+   q_axis_angle( rotate, player.rb.up, siY );
+   q_mul( rotate, player.rb.q, player.rb.q );
    player.iY = 0.0f;
 
    /* 
     * Gate intersection, by tracing a line over the gate planes 
     */
-   for( int i=0; i<world.gate_count; i++ )
+   for( int i=0; i<world.routes.gate_count; i++ )
    {
-      teleport_gate *gate = &world.gates[i];
+      struct route_gate *rg = &world.routes.gates[i];
+      teleport_gate *gate = &rg->gate;
 
-      if( gate_intersect( gate, player.co, prevco ) )
+      if( gate_intersect( gate, player.rb.co, prevco ) )
       {
-         m4x3_mulv( gate->transport, player.co, player.co );
-         m3x3_mulv( gate->transport, player.v, player.v );
+         m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
+         m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
          m3x3_mulv( gate->transport, player.vl, player.vl );
          m3x3_mulv( gate->transport, player.v_last, player.v_last );
          m3x3_mulv( gate->transport, player.m, player.m );
@@ -620,13 +658,15 @@ static void player_do_motion(void)
 
          v4f transport_rotation;
          m3x3_q( gate->transport, transport_rotation );
-         q_mul( transport_rotation, player.rot, player.rot );
-
+         q_mul( transport_rotation, player.rb.q, player.rb.q );
+         
+         world_routes_activate_gate( i );
+         player.rb_gate_frame = player.rb;
          break;
       }
    }
-
-   player_transform_update();
+   
+   rb_update_transform( &player.rb );
 }
 
 /*
@@ -672,7 +712,7 @@ struct walkgrid
 
 static int player_walkgrid_tri_walkable( u32 tri[3] )
 {
-   return tri[0] < world.sm_surface.vertex_count;
+   return tri[0] > world.sm_geo_std_oob.vertex_count;
 }
 
 /*
@@ -1016,6 +1056,7 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter)
    pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
    pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
    pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
+#if 0
    pb[0] = pa[0];
    pb[1] = pa[1];
    pb[2] = pa[2] + k_gridscale;
@@ -1025,7 +1066,6 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter)
    pd[0] = pa[0] + k_gridscale;
    pd[1] = pa[1];
    pd[2] = pa[2];
-#if 0
    /* if you want to draw the current cell */
    vg_line( pa, pb, 0xff00ffff );
    vg_line( pb, pc, 0xff00ffff );
@@ -1210,7 +1250,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg)
 
    v3f world;
    world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
-   world[1] = player.co[1];
+   world[1] = player.rb.co[1];
    world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
 
    struct grid_sample *corners[4];
@@ -1346,7 +1386,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg)
       }
    }
 
-   v3_copy( world, player.co );
+   v3_copy( world, player.rb.co );
 }
 
 static void player_walkgrid_getsurface(void)
@@ -1359,7 +1399,7 @@ static void player_walkgrid_getsurface(void)
    static struct walkgrid wg;
 
    v3f cell;
-   v3_copy( player.co, cell );
+   v3_copy( player.rb.co, cell );
    player_walkgrid_floor( cell );
 
    v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
@@ -1401,8 +1441,8 @@ static void player_walkgrid_getsurface(void)
 
    v2f region_pos = 
    {
-      (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
-      (player.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
+      (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
+      (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
    };
    v2f region_cell_pos;
    v2_floor( region_pos, region_cell_pos );
@@ -1580,9 +1620,9 @@ static void player_walkgrid(void)
 {
    player_walkgrid_getsurface();
    
-   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
    player_mouseview();
-   player_transform_update();
+   rb_update_transform( &player.rb );
 }
 
 /*
@@ -1592,8 +1632,8 @@ static void player_walkgrid(void)
 static void player_animate(void)
 {
    /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
+   v3_sub( player.rb.v, player.v_last, player.a );
+   v3_copy( player.rb.v, player.v_last );
 
    v3_add( player.m, player.a, player.m );
    v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
@@ -1605,19 +1645,17 @@ static void player_animate(void)
 
    /* Head */
    float lslip = fabsf(player.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 offset;
-   m3x3_mulv( player.to_local, player.bob, offset );
+   v3_zero( offset );
+   m3x3_mulv( player.rb.to_local, player.bob, offset );
 
    static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
    
-   float kickspeed = vg_clampf(v3_length(player.v)*(1.0f/40.0f), 0.0f, 1.0f);
+   float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
    float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
    float sign = vg_signf( kicks );
    speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
@@ -1631,151 +1669,113 @@ static void player_animate(void)
 
    offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
    offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
-
+   offset[1] = 0.0f;
 
    /* 
     * 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 );
+   /* scalar blending information */
+   float speed = v3_length( player.rb.v );
    
-   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip,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, 0.01f );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-
-   character_pose_reset( &player.mdl );
-
-   /* TODO */
-   float fstand1 = 1.0f-(1.0f-fstand)*0.3f;
-
-   float amt_air = ffly*ffly,
-         amt_ground = 1.0f-amt_air,
-         amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand1,
-         amt_aero = amt_std * (1.0f-fstand1),
-         amt_slide = amt_ground * fslide;
-
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*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 );
+   /* sliding */
+   {
+      float desired = vg_clampf( lslip, 0.0f, 1.0f );
+      player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
+   }
    
+   /* movement information */
+   {
+      float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
+            dirx = player.slip < 0.0f?    0.0f: 1.0f,
+            fly  = player.in_air?         1.0f: 0.0f;
 
-   /* 
-    * 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 );
+      player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
+      player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
+      player.ffly  = vg_lerpf( player.ffly, fly, 0.04f );
+   }
+   
+   struct skeleton *sk = &player.mdl.sk;
 
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
+   mdl_keyframe apose[32], bpose[32];
+   mdl_keyframe ground_pose[32];
+   {
+      /* when the player is moving fast he will crouch down a little bit */
+      float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
+      player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
 
-   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] );
+      /* stand/crouch */
+      float dir_frame   = player.fdirz * (15.0f/30.0f),
+            stand_blend = offset[1]*-2.0f;
+      
+      skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
+      skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
+      /* sliding */
+      float slide_frame = player.fdirx * (15.0f/30.0f);
+      skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
 
-   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] );
+      /* pushing */
+      player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
 
-   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 );
+      float pt = player.push_time;
+      if( player.reverse > 0.0f )
+         skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
+      else
+         skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
 
+      skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
 
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+      /* trick setup */
+      float setup_frame = player.jump * (12.0f/30.0f),
+            setup_blend = vg_minf( player.jump*5.0f, 1.0f );
+      
+      float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f);
+      if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) )
+         setup_frame = jump_frame;
 
-   if( 1||player.in_air )
+      skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, 
+                                       setup_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
+   }
+   
+   mdl_keyframe air_pose[32];
    {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+      float target = -vg_get_axis("horizontal");
+      player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
       
-      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 );
-
-      if( tuck < 0.0f )
-      {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-         }
-      }
-      else
-      {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
-         }
-      }
+      float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
+      
+      skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose );
    }
 
-   v3_lerp( player.handl, player.handl_target, 1.0f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 1.0f, player.handr );
-
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
-   /* Head rotation */
-
-   static float rhead = 0.0f;
-   static const float klook_max = 0.8f;
-   rhead = vg_lerpf( rhead,
-         vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f );
-   player.mdl.rhead = rhead;
+   skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
+
+   /* additive effects */
+   apose[player.mdl.id_hip-1].co[0] += offset[0];
+   apose[player.mdl.id_hip-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
+   apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
+   apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
+
+   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
+   skeleton_apply_ik_pass( &player.mdl.sk );
+   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
+
+   v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], 
+               player.mdl.cam_pos );
+   skeleton_apply_inverses( &player.mdl.sk );
+   skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
+
+   skeleton_debug( &player.mdl.sk );
 }
 
 static void player_camera_update(void)
@@ -1790,6 +1790,7 @@ static void player_camera_update(void)
 
 static void player_animate_death_cam(void)
 {
+#if 0
    v3f delta;
    v3f head_pos;
    v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
@@ -1819,17 +1820,20 @@ static void player_animate_death_cam(void)
 
    player.angles[0] = atan2f( delta[0], -delta[2] ); 
    player.angles[1] = -asinf( delta[1] );
+#endif
 }
 
 static void player_animate_camera(void)
 {
-   v3f offs = { -0.29f, 0.08f, 0.0f };
-   m3x3_mulv( player.to_world, offs, offs );
-   m4x3_mulv( player.to_world, player.mdl.ik_body.end, player.camera_pos );
-   v3_add( offs, player.camera_pos, player.camera_pos );
+   static v3f lerp_cam = {0.0f,0.0f,0.0f};
+   v3f offs = { -0.4f, 0.15f, 0.0f };
+
+   v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
+   v3_add( lerp_cam, offs, offs );
+   m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
    
    /* Look angles */
-   v3_lerp( player.vl, player.v, 0.05f, player.vl );
+   v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
 
    float yaw = atan2f(  player.vl[0], -player.vl[2] ),
        pitch = atan2f( -player.vl[1], 
@@ -1843,7 +1847,9 @@ static void player_animate_camera(void)
    /* Camera shake */
    static v2f shake_damp = {0.0f,0.0f};
    v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
-   v2_muls( shake, v3_length(player.v)*0.3f *(1.0f+fabsf(player.slip)), shake);
+   v2_muls( shake, v3_length(player.rb.v)*0.3f 
+                        * (1.0f+fabsf(player.slip)), shake);
+
    v2_lerp( shake_damp, shake, 0.01f, shake_damp );
    shake_damp[0] *= 0.2f;
 
@@ -1855,8 +1861,8 @@ static void player_animate_camera(void)
  */
 static void player_audio(void)
 {
-   float speed = vg_minf(v3_length( player.v )*0.1f,1.0f),
-         attn = v3_dist( player.co, player.camera[3] )+1.0f;
+   float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
+         attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
    attn = (1.0f/(attn*attn)) * speed;
 
    static float air = 0.0f;
@@ -1865,7 +1871,7 @@ static void player_audio(void)
    v3f ears = { 1.0f,0.0f,0.0f };
    v3f delta;
 
-   v3_sub( player.co, player.camera[3], delta );
+   v3_sub( player.rb.co, player.camera[3], delta );
    v3_normalize( delta );
    m3x3_mulv( player.camera, ears, ears );
 
@@ -1930,11 +1936,10 @@ static int reset_player( int argc, char const *argv[] )
    {
       float min_dist = INFINITY;
 
-         vg_info( "%f %f %f\n", player.co[0], player.co[1], player.co[2] );
       for( int i=0; i<world.spawn_count; i++ )
       {
          r = &world.spawns[i];
-         float d = v3_dist2( r->co, player.co );
+         float d = v3_dist2( r->co, player.rb.co );
          
          vg_info( "Dist %s : %f\n", r->name, d );
          if( d < min_dist )
@@ -1954,8 +1959,8 @@ static int reset_player( int argc, char const *argv[] )
       rp = &world.spawns[0];
    }
 
-   v4_copy( rp->q, player.rot );
-   v3_copy( rp->co, player.co );
+   v4_copy( rp->q, player.rb.q );
+   v3_copy( rp->co, player.rb.co );
 
    player.vswitch = 1.0f;
    player.slip_last = 0.0f;
@@ -1965,9 +1970,11 @@ static int reset_player( int argc, char const *argv[] )
 
    player.mdl.shoes[0] = 1;
    player.mdl.shoes[1] = 1;
+   
+   rb_update_transform( &player.rb );
+   m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
 
-   player_transform_update();
-   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.v );
+   player.rb_gate_frame = player.rb;
    return 1;
 }
 
@@ -1978,7 +1985,17 @@ static void player_update(void)
             player.land_target_colours[i], 0.25f);
 
    if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
+   {
+      player.rb = player.rb_gate_frame;
+      player.is_dead = 0;
+      player.in_air = 1;
+      m3x3_identity( player.vr );
+
+      player.mdl.shoes[0] = 1;
+      player.mdl.shoes[1] = 1;
+
+      world_routes_notify_reset();
+   }
 
    if( vg_get_button_down( "switchmode" ) )
    {
@@ -2019,7 +2036,8 @@ static void player_update(void)
 static void draw_player(void)
 {
    /* Draw */
-   m4x3_copy( player.to_world, player.mdl.mroot );
+#if 0
+   m4x3_copy( player.rb.to_world, player.mdl.mroot );
 
    if( player.is_dead )
       character_mimic_ragdoll( &player.mdl );
@@ -2030,7 +2048,22 @@ static void draw_player(void)
    if( player.is_dead )
       opacity = 0.0f;
 
-   character_draw( &player.mdl, opacity );
+   character_draw( &player.mdl, opacity, player.camera );
+#endif
+
+   shader_viewchar_use();
+   vg_tex2d_bind( &tex_characters, 0 );
+   shader_viewchar_uTexMain( 0 );
+   shader_viewchar_uCamera( player.camera[3] );
+   shader_viewchar_uPv( vg_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.mesh );
+   mesh_draw( &player.mdl.mesh );
 }
 
 #endif /* PLAYER_H */