latest
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index bb79b850e84f8ac66e4af3ead166d54763a612bf..6afc1b2c43b0f3e1cf560e83ca1baceb9836a05b 100644 (file)
@@ -14,42 +14,240 @@ VG_STATIC void apply_gravity( v3f vel, float const timestep )
    v3_muladds( vel, gravity, timestep, vel );
 }
 
+VG_STATIC struct 
+grind_edge *player_grind_collect_edge( v3f p0, v3f p1,
+                                       v3f c0, v3f c1, float max_dist )
+{
+   struct player_phys *phys = &player.phys;
+
+   bh_iter it;
+   bh_iter_init( 0, &it );
+
+   boxf region;
+
+   box_init_inf( region );
+   box_addpt( region, p0 );
+   box_addpt( region, p1 );
+   
+   float k_r = max_dist;
+   v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
+   v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+
+   float closest = k_r*k_r;
+   struct grind_edge *closest_edge = NULL;
+   
+   int idx;
+   while( bh_next( world.grind_bh, &it, region, &idx ) )
+   {
+      struct grind_edge *edge = &world.grind_edges[ idx ];
+
+      float s,t;
+      v3f pa, pb;
+
+      float d2 = 
+         closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
+
+      if( d2 < closest )
+      {
+         closest = d2;
+         closest_edge = edge;
+         v3_copy( pa, c0 );
+         v3_copy( pb, c1 );
+      }
+   }
+
+   return closest_edge;
+}
+
 /*
- * Called when launching into the air to predict and adjust trajectories
+ * Cast a sphere from a to b and see what time it hits
  */
-VG_STATIC void player_start_air(void)
+VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
 {
    struct player_phys *phys = &player.phys;
 
-   if( phys->in_air )
-      return;
+   bh_iter it;
+   bh_iter_init( 0, &it );
 
-   phys->in_air = 1;
+   boxf region;
+   box_init_inf( region );
+   box_addpt( region, pa );
+   box_addpt( region, pb );
+   
+   v3_add( (v3f){ r, r, r}, region[1], region[1] );
+   v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
+
+   v3f dir;
+   v3_sub( pb, pa, dir );
+
+   int hit = -1;
+   float min_t = 1.0f;
+
+   int idx;
+   while( bh_next( world.geo_bh, &it, region, &idx ) )
+   {
+      u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+      v3f tri[3];
+
+      boxf box;
+      box_init_inf( box );
+
+      for( int j=0; j<3; j++ )
+      {
+         v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         box_addpt( box, tri[j] );
+      }
+
+      v3_add( (v3f){ r, r, r}, box[1], box[1] );
+      v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
+      if( !ray_aabb( box, pa, dir, 1.0f ) )
+         continue;
+      
+      float t;
+      v3f n1;
+      if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
+      {
+         if( t < min_t )
+         {
+            min_t = t;
+            hit = idx;
+            v3_copy( n1, n );
+         }
+      }
+   }
+
+   *t = min_t;
+   return hit;
+}
+
+/* 
+ * Trace a path given a velocity rotation.
+ * Closest to 0 is best.
+ */
+VG_STATIC void player_predict_land( m3x3f vr, 
+                                    struct land_prediction *prediction )
+{
+   struct player_phys *phys = &player.phys;
+
+   float pstep  = VG_TIMESTEP_FIXED * 10.0f;
+   float k_bias = 0.96f;
+
+   v3f pco, pco1, pv;
+   v3_copy( phys->rb.co, pco );
+   v3_muls( phys->rb.v, k_bias, pv );
+
+   m3x3_mulv( vr, pv, pv );
+   v3_muladds( pco, pv, pstep, pco );
+
+   struct grind_edge *best_grind = NULL;
+   float closest_grind = INFINITY;
+
+   float grind_score   = INFINITY,
+         air_score     = INFINITY;
+
+   prediction->log_length = 0;
+
+   for( int i=0; i<vg_list_size(prediction->log); i++ )
+   {
+      v3_copy( pco, pco1 );
+      apply_gravity( pv, pstep );
+
+      m3x3_mulv( vr, pv, pv );
+      v3_muladds( pco, pv, pstep, pco );
+      
+      v3f vdir;
+
+      v3_sub( pco, pco1, vdir );
+
+      float l = v3_length( vdir );
+      v3_muls( vdir, 1.0f/l, vdir );
+
+      v3f c0, c1;
+      struct grind_edge *ge = player_grind_collect_edge( pco, pco1,
+                                                         c0, c1, 0.4f );
+
+      if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+      {
+         float d2 = v3_dist2( c0, c1 );
+         if( d2 < closest_grind )
+         {
+            closest_grind = d2;
+            best_grind = ge;
+            grind_score = closest_grind * 0.05f;
+         }
+      }
+
+      v3f n1;
+
+      float t1;
+      int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
+      if( idx != -1 )
+      {
+         v3_copy( n1, prediction->n );
+         air_score = -v3_dot( pv, n1 );
+         
+         u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
+         struct world_material *mat = world_tri_index_material( vert_index );
+
+         /* Bias prediction towords ramps */
+         if( mat->info.flags & k_material_flag_skate_surface )
+            air_score *= 0.1f;
+
+         v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); 
+         break;
+      }
+
+      v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
+   }
+
+   if( grind_score < air_score )
+   {
+      prediction->score = grind_score; 
+      prediction->type = k_prediction_grind;
+   }
+   else if( air_score < INFINITY )
+   {
+      prediction->score = air_score;
+      prediction->type = k_prediction_land;
+   }
+   else
+   {
+      prediction->score = INFINITY;
+      prediction->type = k_prediction_none;
+   }
+}
+
+/*
+ * Called when launching into the air to predict and adjust trajectories
+ */
+VG_STATIC void player_start_air(void)
+{
+   struct player_phys *phys = &player.phys;
 
    float pstep = VG_TIMESTEP_FIXED * 10.0f;
    float best_velocity_delta = -9999.9f;
-   float k_bias = 0.96f;
 
    v3f axis;
    v3_cross( phys->rb.up, phys->rb.v, axis );
    v3_normalize( axis );
-   player.land_log_count = 0;
+   player.prediction_count = 0;
    
    m3x3_identity( phys->vr );
 
+   float 
+         best_vmod   = 0.0f,
+         min_score   =  INFINITY,
+         max_score   = -INFINITY;
+
+   /*
+    * Search a broad selection of futures
+    */
    for( int m=-3;m<=12; m++ )
    {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( phys->rb.co, pco );
-      v3_muls( phys->rb.v, k_bias, pv );
+      struct land_prediction *p = 
+         &player.predictions[ player.prediction_count ++ ];
 
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
+      float vmod = ((float)m / 15.0f)*0.09f;
 
       m3x3f vr;
       v4f vr_q;
@@ -57,59 +255,81 @@ VG_STATIC void player_start_air(void)
       q_axis_angle( vr_q, axis, vmod );
       q_m3x3( vr_q, vr );
 
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, pstep, pco );
+      player_predict_land( vr, p );
 
-      for( int i=0; i<50; i++ )
+      if( p->type != k_prediction_none )
       {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
+         if( p->score < min_score )
+         {
+            min_score = p->score;
+            best_vmod = vmod;
+         }
 
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
+         if( p->score > max_score )
+            max_score = p->score;
+      }
+   }
 
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
+   v4f vr_q;
+   q_axis_angle( vr_q, axis, best_vmod*0.1f );
+   q_m3x3( vr_q, phys->vr );
 
-         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));
+   q_axis_angle( vr_q, axis, best_vmod );
+   q_m3x3( vr_q, phys->vr_pstep );
 
-            /* Bias prediction towords ramps */
-            if( ray_hit_material( &contact )->info.flags 
-                  & k_material_flag_skate_surface )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
+   /*
+    * Logging
+    */
+   for( int i=0; i<player.prediction_count; i ++ )
+   {
+      struct land_prediction *p = &player.predictions[i];
 
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
+      float l = p->score;
 
-               v3_copy( contact.pos, player.land_target );
-               
-               m3x3_copy( vr, phys->vr_pstep );
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, phys->vr );
-            }
+      if( l < 0.0f )
+      {
+         vg_error( "negative score! (%f)\n", l );
+      }
+
+      l -= min_score;
+      l /= (max_score-min_score);
+      l  = 1.0f - l;
+      l *= 255.0f;
 
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
+      p->colour = l;
+      p->colour <<= 8;
+      p->colour |= 0xff000000;
+   }
+}
 
-            player.land_log_count ++;
 
-            break;
-         }
-      }
+VG_STATIC void player_physics_control_passive(void)
+{
+   struct player_phys *phys = &player.phys;
+   float grabt = player.input_grab->axis.value;
+
+   if( grabt > 0.5f )
+   {
+      v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f, 
+                  phys->grab_mouse_delta );
+      v2_normalize_clamp( phys->grab_mouse_delta );
+
+      if( freecam )
+         v2_zero( phys->grab_mouse_delta );
    }
+   else
+      v2_zero( phys->grab_mouse_delta );
+
+   phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
+   player.phys.pushing = 0.0f;
+
+   if( !phys->jump_charge || phys->in_air )
+   {
+      phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+   }
+
+   phys->jump_charge = 0;
+   phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
 }
 
 /*
@@ -136,21 +356,13 @@ VG_STATIC void player_physics_control(void)
    phys->slip = slip;
    phys->reverse = -vg_signf(vel[2]);
 
-   float substep = VG_TIMESTEP_FIXED * 0.2f;
-
-#if 0
-   float fwd_resistance = vg_get_button( "break" )? 5.0f: k_friction_resistance;
-#else
+   float substep = VG_TIMESTEP_FIXED;
    float fwd_resistance = k_friction_resistance;
-#endif
 
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep);
-      vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
-   }
+   vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep);
+   vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
    
-   if( vg_get_button( "jump" ) )
+   if( player.input_jump->button.value )
    {
       phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
 
@@ -161,15 +373,15 @@ VG_STATIC void player_physics_control(void)
    }
 
    static int push_thresh_last = 0;
-   float push_amt = vg_get_axis( "walk/push" ) * 0.5f + 0.5f;
-   int push_thresh = push_amt>0.15f? 1: 0;
+   float push = player.input_push->button.value;
+   int push_thresh = push>0.15f? 1: 0;
    
    if( push_thresh && !push_thresh_last )
       player.phys.start_push = vg.time;
 
    push_thresh_last = push_thresh;
 
-   if( !vg_get_button("jump") && push_thresh )
+   if( !player.input_jump->button.value && push_thresh )
    {
       player.phys.pushing = 1.0f;
       player.phys.push_time = vg.time - player.phys.start_push;
@@ -183,25 +395,121 @@ VG_STATIC void player_physics_control(void)
       vel[2] -= new_vel * phys->reverse;
    }
 
-   /* Pumping */
-   static float previous = 0.0f;
-   float delta = previous - phys->grab,
-          pump = delta * k_pump_force * VG_TIMESTEP_FIXED;
-   previous = phys->grab;
-
-   v3f p1;
-   v3_muladds( phys->rb.co, phys->rb.up, pump, p1 );
-   vg_line( phys->rb.co, p1, 0xff0000ff );
-
-   vel[1] += pump;
-
-   
    m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
    
-   float steer = vg_get_axis( "lookh" ),
+   float input = player.input_js1h->axis.value,
+         grab  = player.input_grab->axis.value,
+         steer = input * (1.0f-(phys->jump+grab)*0.4f),
          steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
 
    phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
+   
+
+   /*
+    * EXPERIMENTAL
+    * ===============================================
+    */
+#if 0
+   v3f cog_ideal, diff;
+
+   v3_muladds( phys->rb.co, phys->rb.up, 1.0f-grab, cog_ideal );
+   v3_sub( cog_ideal, phys->cog, diff );
+
+   /* temp */
+   if( v3_length2( diff ) > 20.0f*20.0f )
+      v3_copy( cog_ideal, phys->cog );
+   else
+   {
+      float rate_lat  = k_cog_spring_lat * VG_TIMESTEP_FIXED,
+            rate_vert = k_cog_spring_vert * VG_TIMESTEP_FIXED,
+            vert_amt  = v3_dot( diff, phys->rb.up );
+
+      /* Split into vert/lat springs */
+      v3f diff_vert, diff_lat;
+      v3_muladds( diff, phys->rb.up, -vert_amt, diff_lat );
+      v3_muls( phys->rb.up, vert_amt, diff_vert );
+
+
+      if( diff[1] > 0.0f )
+         rate_vert *= k_cog_boost_multiplier;
+
+      float ap_a =        k_cog_mass_ratio,
+            ap_b = -(1.0f-k_cog_mass_ratio);
+
+      v3_muladds( phys->cog_v, diff_lat,  rate_lat  * ap_a,  phys->cog_v );
+      v3_muladds( phys->cog_v, diff_vert, rate_vert * ap_a,  phys->cog_v );
+
+      //v3_muladds( phys->rb.v,  diff_lat,  rate_lat  * ap_b,  phys->rb.v );
+      v3_muladds( phys->rb.v,  diff_vert, rate_vert * ap_b,  phys->rb.v );
+
+      /* dampen */
+      v3_muls( phys->cog_v, 1.0f-(VG_TIMESTEP_FIXED*k_cog_damp), phys->cog_v );
+
+      /* integrate */
+      v3_muladds( phys->cog, phys->cog_v, VG_TIMESTEP_FIXED, phys->cog );
+   }
+
+
+   /*
+    * EXPERIMENTAL
+    * ===============================================
+    */
+#endif
+
+
+   if( !phys->jump_charge && phys->jump > 0.2f )
+   {
+      v3f jumpdir;
+      
+      /* Launch more up if alignment is up else improve velocity */
+      float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
+            mod = 0.5f,
+            dir = mod + aup*(1.0f-mod);
+
+      v3_copy( phys->rb.v, jumpdir );
+      v3_normalize( jumpdir );
+      v3_muls( jumpdir, 1.0f-dir, jumpdir );
+      v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
+      v3_normalize( jumpdir );
+      
+      float force = k_jump_force*phys->jump;
+      v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
+      phys->jump = 0.0f;
+
+      player.jump_time = vg.time;
+      
+      /* TODO: Move to audio file */
+      audio_lock();
+      audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+      audio_player_set_position( &audio_player_extra, phys->rb.co );
+      audio_player_set_vol( &audio_player_extra, 20.0f );
+      audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
+      audio_unlock();
+   }
+}
+
+VG_STATIC void player_physics_control_grind(void)
+{
+   struct player_phys *phys = &player.phys;
+   v2f steer = { player.input_js1h->axis.value,
+                 player.input_js1v->axis.value };
+
+   float l2 = v2_length2( steer );
+   if( l2 > 1.0f )
+      v2_muls( steer, 1.0f/sqrtf(l2), steer );
+
+   phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+
+   float iX = steer[1] * phys->reverse * k_steer_air * VG_TIMESTEP_FIXED;
+
+   static float siX = 0.0f;
+   siX = vg_lerpf( siX, iX, k_steer_air_lerp );
+   
+   v4f rotate;
+   q_axis_angle( rotate, phys->rb.right, siX );
+   q_mul( rotate, phys->rb.q, phys->rb.q );
+
+   phys->slip = 0.0f;
 }
 
 /*
@@ -212,26 +520,33 @@ VG_STATIC void player_physics_control_air(void)
    struct player_phys *phys = &player.phys;
 
    m3x3_mulv( phys->vr, phys->rb.v, phys->rb.v );
-   vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
+   //vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
 
    ray_hit hit;
 
    /* 
     * Prediction 
     */
-   float pstep = VG_TIMESTEP_FIXED * 10.0f;
+   float pstep  = VG_TIMESTEP_FIXED * 1.0f;
+   float k_bias = 0.98f;
 
    v3f pco, pco1, pv;
    v3_copy( phys->rb.co, pco );
-   v3_copy( phys->rb.v, pv );
+   v3_muls( phys->rb.v, 1.0f, pv );
    
    float time_to_impact = 0.0f;
    float limiter = 1.0f;
 
-   for( int i=0; i<50; i++ )
+   struct grind_edge *best_grind = NULL;
+   float closest_grind = INFINITY;
+
+   v3f target_normal = { 0.0f, 1.0f, 0.0f };
+   int has_target = 0;
+
+   for( int i=0; i<250; i++ )
    {
       v3_copy( pco, pco1 );
-      m3x3_mulv( phys->vr_pstep, pv, pv );
+      m3x3_mulv( phys->vr, pv, pv );
       apply_gravity( pv, pstep );
       v3_muladds( pco, pv, pstep, pco );
       
@@ -241,71 +556,114 @@ VG_STATIC void player_physics_control_air(void)
       v3_sub( pco, pco1, vdir );
       contact.dist = v3_length( vdir );
       v3_divs( vdir, contact.dist, vdir);
+
+      v3f c0, c1;
+      struct grind_edge *ge = player_grind_collect_edge( pco, pco1,
+                                                         c0, c1, 0.4f );
+
+      if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+      {
+         vg_line( ge->p0, ge->p1, 0xff0000ff );
+         vg_line_cross( pco, 0xff0000ff, 0.25f );
+         has_target = 1;
+         break;
+      }
       
       float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
+      if( ray_world( pco1, vdir, &contact ) )
       {
-         float angle = v3_dot( phys->rb.up, contact.normal );
-         v3f axis; 
-         v3_cross( phys->rb.up, contact.normal, axis );
-
+         v3_copy( contact.normal, target_normal );
+         has_target = 1;
          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)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
-            q_mul( correction, phys->rb.q, phys->rb.q );
-         }
-
          vg_line_cross( contact.pos, 0xffff0000, 0.25f );
          break;
       }
       time_to_impact += pstep;
    }
 
-   phys->iY -= vg_get_axis( "lookh" ) * k_steer_air * VG_TIMESTEP_FIXED;
+   if( has_target )
    {
-      float iX = vg_get_axis( "lookv" ) * 
-         phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+      float angle = v3_dot( phys->rb.up, target_normal );
+      v3f axis; 
+      v3_cross( phys->rb.up, target_normal, axis );
 
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-      
-      v4f rotate;
-      q_axis_angle( rotate, phys->rb.right, siX );
-      q_mul( rotate, phys->rb.q, phys->rb.q );
+      limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+      limiter = 1.0f-limiter;
+      limiter *= limiter;
+      limiter = 1.0f-limiter;
+
+      if( fabsf(angle) < 0.99f )
+      {
+         v4f correction;
+         q_axis_angle( correction, axis, 
+                        acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
+         q_mul( correction, phys->rb.q, phys->rb.q );
+      }
    }
+
+   v2f steer = { player.input_js1h->axis.value,
+                 player.input_js1v->axis.value };
+
+   float l2 = v2_length2( steer );
+   if( l2 > 1.0f )
+      v2_muls( steer, 1.0f/sqrtf(l2), steer );
+
+   phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+
+   float iX = steer[1] * 
+              phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+
+   static float siX = 0.0f;
+   siX = vg_lerpf( siX, iX, k_steer_air_lerp );
    
+   v4f rotate;
+   q_axis_angle( rotate, phys->rb.right, siX );
+   q_mul( rotate, phys->rb.q, phys->rb.q );
+   
+#if 0
    v2f target = {0.0f,0.0f};
    v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
                phys->grab, target );
+#endif
 }
 
-/*
- * Entire Walking physics model
- * TODO: sleep when under certain velotiy
- */
-VG_STATIC void player_walk_physics(void)
+VG_STATIC void player_walk_collider_configuration(void)
 {
    struct player_phys *phys = &player.phys;
+   float h0 = 0.3f,
+         h1 = 0.9f;
+
+   rigidbody *rbf = &player.collide_front,
+             *rbb = &player.collide_back;
+
+   v3_add( phys->rb.co, (v3f){0.0f,h0,0.0f}, rbf->co );
+   v3_add( phys->rb.co, (v3f){0.0f,h1,0.0f}, rbb->co );
+   v3_copy( rbf->co, rbf->to_world[3] );
+   v3_copy( rbb->co, rbb->to_world[3] );
+   m4x3_invert_affine( rbf->to_world, rbf->to_local );
+   m4x3_invert_affine( rbb->to_world, rbb->to_local );
+
+   rb_update_bounds( rbf );
+   rb_update_bounds( rbb );
+}
+
+VG_STATIC void player_regular_collider_configuration(void)
+{
+   struct player_phys *phys = &player.phys;
+   
+   /* Standard ground configuration */
    rigidbody *rbf = &player.collide_front,
              *rbb = &player.collide_back;
 
    m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
    m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
    
-   float h0 = 0.3f,
-         h1 = 0.9f;
+   player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f );
+   float h = player.air_blend*0.0f;
 
-   m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
+   m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
    v3_copy( rbf->co, rbf->to_world[3] );
-   m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
+   m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
    v3_copy( rbb->co, rbb->to_world[3] );
 
    m4x3_invert_affine( rbf->to_world, rbf->to_local );
@@ -313,172 +671,611 @@ VG_STATIC void player_walk_physics(void)
 
    rb_update_bounds( rbf );
    rb_update_bounds( rbb );
+}
+
+VG_STATIC void player_integrate(void);
+
+VG_STATIC int player_walk_surface_standable( v3f n )
+{
+   return v3_dot( n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f;
+}
+
+VG_STATIC void player_walk_stepdown(void)
+{
+   struct player_phys *phys = &player.phys;
+   float max_dist = 0.4f;
 
-   rb_debug( rbf, 0xff0000ff );
-   rb_debug( rbb, 0xff0000ff );
+   v3f pa, pb;
+   v3_copy( phys->rb.co, pa );
+   pa[1] += 0.3f;
+
+   v3_muladds( pa, (v3f){0.01f,1.0f,0.01f}, -max_dist, pb );
+   vg_line( pa, pb, 0xff000000 );
+
+   /* TODO: Make #define */
+   float r = 0.3f,
+         t;
+
+   v3f n;
+   if( spherecast_world( pa, pb, r, &t, n ) != -1 )
+   {
+      if( player_walk_surface_standable( n ) )
+      {
+         phys->in_air = 0;
+         v3_lerp( pa, pb, t+0.001f, phys->rb.co );
+         phys->rb.co[1] -= 0.3f;
+      }
+   }
+}
+
+VG_STATIC int player_update_collision_manifold( rb_ct *manifold );
+VG_STATIC void player_walk_physics(void)
+{
+   struct player_phys *phys = &player.phys;
+   rigidbody *rbf = &player.collide_front,
+             *rbb = &player.collide_back;
+
+   m3x3_identity( player.collide_front.to_world );
+   m3x3_identity( player.collide_back.to_world );
+
+   v3_zero( phys->rb.w );
+   q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
 
    rb_ct manifold[64];
-   int len = 0;
+   int len;
+
+   v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
+   v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
 
-   len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-   len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
+   v2f walk = { player.input_walkh->axis.value,
+                player.input_walkv->axis.value };
 
-   rb_presolve_contacts( manifold, len );
+   if( freecam )
+      v2_zero( walk );
+   
+   if( v2_length2(walk) > 0.001f )
+      v2_normalize_clamp( walk );
 
-   for( int j=0; j<5; j++ )
+   if( phys->in_air )
    {
+      player_walk_collider_configuration();
+
+      /* allow player to accelerate a bit */
+      v3f walk_3d;
+      v3_muls( forward_dir, walk[1], walk_3d );
+      v3_muladds( walk_3d, right_dir, walk[0], walk_3d );
+
+      float current_vel = fabsf(v3_dot( walk_3d, phys->rb.v )),
+            new_vel     = current_vel + VG_TIMESTEP_FIXED*k_air_accelerate,
+            clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ),
+            vel_diff    = vg_maxf( 0.0f, clamped_new - current_vel );
+
+      v3_muladds( phys->rb.v, right_dir,   walk[0] * vel_diff, phys->rb.v );
+      v3_muladds( phys->rb.v, forward_dir, walk[1] * vel_diff, phys->rb.v );
+
+
+      len = player_update_collision_manifold( manifold );
+      rb_presolve_contacts( manifold, len );
+
       for( int i=0; i<len; i++ )
       {
          struct contact *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( phys->rb.v, ct->n );
-         vn += ct->bias;
+         if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
+            phys->in_air = 0;
+      }
 
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
+      for( int j=0; j<5; j++ )
+      {
+         for( int i=0; i<len; i++ )
+         {
+            struct contact *ct = &manifold[i];
+            
+            /*normal */
+            float vn = -v3_dot( phys->rb.v, ct->n );
+            vn += ct->bias;
 
-         v3f impulse;
-         v3_muls( ct->n, vn, impulse );
+            float temp = ct->norm_impulse;
+            ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+            vn = ct->norm_impulse - temp;
 
-         v3_add( impulse, phys->rb.v, phys->rb.v );
+            v3f impulse;
+            v3_muls( ct->n, vn, impulse );
+
+            v3_add( impulse, phys->rb.v, phys->rb.v );
+
+            /* friction */
+            for( int j=0; j<2; j++ )
+            {
+               float     f = k_friction * ct->norm_impulse,
+                        vt = v3_dot( phys->rb.v, ct->t[j] ),
+                    lambda = -vt;
+               
+               float temp = ct->tangent_impulse[j];
+               ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
+               lambda = ct->tangent_impulse[j] - temp;
+
+               v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v );
+            }
+         }
+      }
+
+      player_integrate();
+   }
+   else
+   {
+      player.walk = v2_length( walk );
+
+      if( player.input_walk->button.value )
+         v2_muls( walk, 0.5f, walk );
+
+      v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk );
+
+      /* Do XY translation */
+      v3f walk_apply, walk_measured;
+      v3_zero( walk_apply );
+      v3_muladds( walk_apply, right_dir,   walk[0], walk_apply );
+      v3_muladds( walk_apply, forward_dir, walk[1], walk_apply );
+      v3_add( walk_apply, phys->rb.co, phys->rb.co );
+
+      /* Directly resolve collisions */
+      player_walk_collider_configuration();
+      len = player_update_collision_manifold( manifold );
+
+      v3f dt;
+      v3_zero( dt );
+      for( int j=0; j<8; j++ )
+      {
+         for( int i=0; i<len; i++ )
+         {
+            struct contact *ct = &manifold[i];
+
+            float resolved_amt = v3_dot( ct->n, dt ),
+                  remaining    = (ct->p-k_penetration_slop) - resolved_amt,
+                  apply        = vg_maxf( remaining, 0.0f ) * 0.3f;
+
+            v3_muladds( dt, ct->n, apply, dt );
+         }
+      }
+      v3_add( dt, phys->rb.co, phys->rb.co );
+
+      v3_add( dt, walk_apply, walk_measured );
+      v3_divs( walk_measured, VG_TIMESTEP_FIXED, phys->rb.v );
+
+      if( len )
+      {
+         struct world_material *surface_mat = world_contact_material(manifold);
+         player.surface_prop = surface_mat->info.surface_prop;
+      }
+
+      /* jump */
+      if( player.input_jump->button.value )
+      {
+         phys->rb.v[1] = 5.0f;
+         phys->in_air = 1;
+         return;
+      }
+
+      /* Check if grounded by current manifold */
+      phys->in_air = 1;
+      for( int i=0; i<len; i++ )
+      {
+         struct contact *ct = &manifold[i];
+         if( player_walk_surface_standable( ct->n ) )
+            phys->in_air = 0;
+      }
+      
+      /* otherwise... */
+      if( phys->in_air )
+         player_walk_stepdown();
+   }
+}
+
+VG_STATIC void player_grind(void)
+{
+   struct player_phys *phys = &player.phys;
+
+   v3f closest;
+   int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY );
+   if( idx == -1 )
+      return;
+
+   struct grind_edge *edge = &world.grind_edges[ idx ];
+
+   vg_line( phys->rb.co, closest, 0xff000000 );
+   vg_line_cross( closest, 0xff000000, 0.3f );
+   vg_line( edge->p0, edge->p1, 0xff000000 );
+
+   v3f grind_delta;
+   v3_sub( closest, phys->rb.co, grind_delta );
+   
+   float p = v3_dot( phys->rb.forward, grind_delta );
+   v3_muladds( grind_delta, phys->rb.forward, -p, grind_delta );
+   
+   float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, phys->rb.co ) );
+   v3_muladds( phys->rb.v, grind_delta, a*0.2f, phys->rb.v );
+}
+
+VG_STATIC int player_update_grind_collision( rb_ct *contact )
+{
+   struct player_phys *phys = &player.phys;
+
+   v3f p0, p1, c0, c1;
+   v3_muladds( phys->rb.co, phys->rb.forward,  0.5f, p0 );
+   v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 );
+   v3_muladds( p0, phys->rb.up, 0.125f-0.15f, p0 );
+   v3_muladds( p1, phys->rb.up, 0.125f-0.15f, p1 );
+
+   float const k_r = 0.25f;
+   struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, 
+                                                                c0, c1, k_r );
+
+   
+#if 0
+   vg_line( p0, p1, 0xff0000ff );
+#endif
+
+   if( closest_edge )
+   {
+#if 0
+      vg_line_cross( c0, 0xff000000, 0.1f );
+      vg_line_cross( c1, 0xff000000, 0.1f );
+      vg_line( c0, c1, 0xff000000 );
+#endif
+
+      v3f delta;
+      v3_sub( c1, c0, delta );
+
+      if( v3_dot( delta, phys->rb.up ) > 0.0001f )
+      {
+         contact->p = v3_length( delta );
+         contact->type = k_contact_type_edge;
+         contact->element_id = 0;
+         v3_copy( c1, contact->co );
+         contact->rba = &player.phys.rb;
+         contact->rbb = &world.rb_geo;
+
+         v3f edge_dir, axis_dir;
+         v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
+         v3_normalize( edge_dir );
+         v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
+         v3_cross( edge_dir, axis_dir, contact->n );
+
+#if 0
+         vg_info( "%f %f\n", v3_length( contact->n ), contact->p );
+#endif
+
+         return 1;
+      }
+      else
+         return -1;
+   }
+
+   return 0;
+}
+
+/* Manifold must be able to hold at least 64 elements */
+VG_STATIC int player_update_collision_manifold( rb_ct *manifold )
+{
+   struct player_phys *phys = &player.phys;
+
+   rigidbody *rbf = &player.collide_front,
+             *rbb = &player.collide_back;
+
+   rb_debug( rbf, 0xff00ffff );
+   rb_debug( rbb, 0xffffff00 );
+
+
+#if 0
+   phys->rise = vg_lerpf( phys->rise, phys->in_air? -0.25f: 0.0f, 
+                          VG_TIMESTEP_FIXED );
+#endif
+
+   int len_f = 0,
+       len_b = 0; 
+
+   len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold );
+   rb_manifold_filter_coplanar( manifold, len_f, 0.05f );
+   if( len_f > 1 )
+   {
+      rb_manifold_filter_backface( manifold, len_f );
+      rb_manifold_filter_joint_edges( manifold, len_f, 0.05f );
+      rb_manifold_filter_pairs( manifold, len_f, 0.05f );
+   }
+   int new_len_f = rb_manifold_apply_filtered( manifold, len_f );
+   if( len_f && !new_len_f )
+      len_f = 1;
+   else
+      len_f = new_len_f;
+   
+   rb_ct *man_b = &manifold[len_f];
+   len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b );
+   rb_manifold_filter_coplanar( man_b, len_b, 0.05f );
+   if( len_b > 1 )
+   {
+      rb_manifold_filter_backface( man_b, len_b );
+      rb_manifold_filter_joint_edges( man_b, len_b, 0.05f );
+      rb_manifold_filter_pairs( man_b, len_b, 0.05f );
+   }
+   int new_len_b = rb_manifold_apply_filtered( man_b, len_b );
+   if( len_b && !new_len_b )
+      len_b = 1;
+   else
+      len_b = new_len_b;
+
+   return len_f + len_b;
+}
+
+VG_STATIC void player_adhere_ground( rb_ct *manifold, int len )
+{
+   struct player_phys *phys = &player.phys;
+   int was_in_air = phys->in_air;
+
+   v3f surface_avg;
+   v3_zero( surface_avg );
+
+   /*
+    *
+    * EXPERIMENTAL
+    * ================================================================
+    */
+   if( phys->in_air )
+      player.normal_pressure = 0.0f;
+   else
+      player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v );
+
+   v3f p0_0, p0_1,
+       p1_0, p1_1,
+       n0, n1;
+   float t0, t1;
+
+   float mod      = 0.7f * player.input_grab->axis.value + 0.3f,
+         spring_k = mod * k_spring_force,
+         damp_K   = mod * k_spring_dampener,
+         disp_k   = 0.4f;
+
+   v3_copy( player.collide_front.co, p0_0 );
+   v3_copy( player.collide_back.co,  p1_0 );
+
+   v3_muladds( p0_0, phys->rb.up, -disp_k, p0_1 );
+   v3_muladds( p1_0, phys->rb.up, -disp_k, p1_1 );
+
+   int cast0 = spherecast_world( p0_0, p0_1, 0.2f, &t0, n0 ),
+       cast1 = spherecast_world( p1_0, p1_1, 0.2f, &t1, n1 );
+
+   v3f animp0, animp1;
+
+   m4x3f temp;
+   m3x3_copy( phys->rb.to_world, temp );
+   if( cast0 != -1 )
+   {
+      v3_lerp( p0_0, p0_1, t0, temp[3] );
+      v3_copy( temp[3], animp0 );
+      debug_sphere( temp, 0.2f, VG__PINK );
+      
+      v3f F, delta;
+      v3_sub( p0_0, phys->rb.co, delta );
+      
+      float displacement = vg_clampf( 1.0f-t0, 0.0f, 1.0f ),
+            damp         = vg_maxf( 0.0f, v3_dot( phys->rb.up, phys->rb.v ) );
+      v3_muls( phys->rb.up, displacement*spring_k*k_rb_delta -
+                            damp*damp_K*k_rb_delta, F );
+
+      v3_muladds( phys->rb.v, F, 1.0f, phys->rb.v );
+      
+      /* Angular velocity */
+      v3f wa;
+      v3_cross( delta, F, wa );
+      v3_muladds( phys->rb.w, wa, k_spring_angular, phys->rb.w );
+   }
+   else
+      v3_copy( p0_1, animp0 );
+
+   if( cast1 != -1 )
+   {
+      v3_lerp( p1_0, p1_1, t1, temp[3] );
+      v3_copy( temp[3], animp1 );
+      debug_sphere( temp, 0.2f, VG__PINK );
+
+      v3f F, delta;
+      v3_sub( p1_0, phys->rb.co, delta );
+      
+      float displacement = vg_clampf( 1.0f-t1, 0.0f, 1.0f ),
+            damp         = vg_maxf( 0.0f, v3_dot( phys->rb.up, phys->rb.v ) );
+      v3_muls( phys->rb.up, displacement*spring_k*k_rb_delta -
+                            damp*damp_K*k_rb_delta, F );
+
+      v3_muladds( phys->rb.v, F, 1.0f, phys->rb.v );
+      
+      /* Angular velocity */
+      v3f wa;
+      v3_cross( delta, F, wa );
+      v3_muladds( phys->rb.w, wa, k_spring_angular, phys->rb.w );
+   }
+   else
+      v3_copy( p1_1, animp1 );
+
+   v3f animavg, animdelta;
+   v3_add( animp0, animp1, animavg );
+   v3_muls( animavg, 0.5f, animavg );
+
+   v3_sub( animp1, animp0, animdelta );
+   v3_normalize( animdelta );
+
+   m4x3_mulv( phys->rb.to_local, animavg, player.board_offset );
+
+   float dx = -v3_dot( animdelta, phys->rb.forward ),
+         dy =  v3_dot( animdelta, phys->rb.up );
 
-         /* friction */
-         for( int j=0; j<2; j++ )
-         {
-            float     f = k_friction * ct->norm_impulse,
-                     vt = v3_dot( phys->rb.v, ct->t[j] ),
-                 lambda = -vt;
-            
-            float temp = ct->tangent_impulse[j];
-            ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
-            lambda = ct->tangent_impulse[j] - temp;
+   float angle = -atan2f( dy, dx );
+   q_axis_angle( player.board_rotation, (v3f){ 1.0f, 0.0f, 0.0f }, angle );
 
-            v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v );
-         }
-      }
-   }
+   /*
+    * ================================================================
+    * EXPERIMENTAL
+    */
 
-   if( len == 0 )
-      phys->in_air = 1;
-   else
+   if( len == 0 && !((cast0 !=-1)&&(cast1!=-1)) )
    {
-      phys->in_air = 0;
-      struct world_material *surface_mat = world_contact_material( manifold );
-      player.surface_prop = surface_mat->info.surface_prop;
-   }
+      phys->lift_frames ++;
 
-   if( !phys->in_air )
+      if( phys->lift_frames >= 8 )
+         phys->in_air = 1;
+   }
+   else
    {
-      float const DOWNFORCE = -k_walk_downforce*VG_TIMESTEP_FIXED;
-      v3_muladds( phys->rb.v, (v3f){0.0f,-1.0f,0.0f}, DOWNFORCE, phys->rb.v );
-
-      if( vg_get_button("jump") )
+      for( int i=0; i<len; i++ )
+         v3_add( surface_avg, manifold[i].n, surface_avg );
+      v3_normalize( surface_avg );
+      
+      if( v3_dot( phys->rb.v, surface_avg ) > 0.7f )
       {
-         phys->rb.v[1] = 5.0f;
+         phys->lift_frames ++;
+
+         if( phys->lift_frames >= 8 )
+            phys->in_air = 1;
       }
-   }
-   
-   v3_zero( phys->rb.w );
-   q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
+      else
+      {
+         phys->in_air = 0;
+         phys->lift_frames = 0;
+         v3f projected, axis;
 
-   v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
+         float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
+         v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
 
-   v3f p1;
-   v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 );
-   vg_line( phys->rb.co, p1, 0xff0000ff );
+         float d = v3_dot( phys->rb.forward, surface_avg );
+         v3_muladds( surface_avg, phys->rb.forward, -d, projected );
+         v3_normalize( projected );
 
-   player.walk = powf( vg_get_axis("walk/push")*0.5f + 0.5f, 4.0f );
+         float angle = v3_dot( phys->rb.up, projected );
+         v3_cross( phys->rb.up, projected, axis );
 
-   if( player.walk > 0.025f )
-   {
-      float 
-            speed     = vg_lerpf( 0.025f*k_runspeed, k_runspeed, player.walk ),
-            amt       = k_walk_accel * VG_TIMESTEP_FIXED,
-            zvel      = v3_dot( phys->rb.v, forward_dir ),
-            new_vel   = vg_minf( zvel + amt, speed ),
-            diff      = new_vel - vg_minf( zvel, speed );
+#if 0
+         v3f p0, p1;
+         v3_add( phys->rb.co, projected, p0 );
+         v3_add( phys->rb.co, phys->rb.up, p1 );
+         vg_line( phys->rb.co, p0, 0xff00ff00 );
+         vg_line( phys->rb.co, p1, 0xff000fff );
+#endif
 
-      if( !phys->in_air )
-      {
-         v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v );
+         if( fabsf(angle) < 0.999f )
+         {
+            v4f correction;
+            q_axis_angle( correction, axis, 
+                          acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
+            q_mul( correction, phys->rb.q, phys->rb.q );
+         }
       }
    }
-   
-   if( !phys->in_air )
-   {
-      phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
-      phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
-   }
+
+   if( !was_in_air && phys->in_air )
+      player_start_air();
 }
 
-/*
- * Physics collision detection, and control
- */
-VG_STATIC void player_physics(void)
+VG_STATIC void player_collision_response( rb_ct *manifold, int len )
 {
    struct player_phys *phys = &player.phys;
+
    /*
-    * Update collision fronts
+    * EXPERIMENTAL
+    * ===============================================
     */
-   
-   rigidbody *rbf = &player.collide_front,
-             *rbb = &player.collide_back;
-
-   m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
-   m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
-   
-   player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f );
-   float h = player.air_blend*0.2f;
-
-   m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
-   v3_copy( rbf->co, rbf->to_world[3] );
-   m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
-   v3_copy( rbb->co, rbb->to_world[3] );
-
-   m4x3_invert_affine( rbf->to_world, rbf->to_local );
-   m4x3_invert_affine( rbb->to_world, rbb->to_local );
 
-   rb_update_bounds( rbf );
-   rb_update_bounds( rbb );
+#if 0
+   player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v );
 
-   rb_debug( rbf, 0xff00ffff );
-   rb_debug( rbb, 0xffffff00 );
+   {
+      float ideal   = 1.0f-player.input_grab->axis.value,
+            diff    = phys->spring - ideal,
+            Fspring = -k_cog_spring_lat * diff,
+            Fdamp   = -k_cog_damp       * phys->springv,
+            F       = (Fspring + Fdamp) * k_rb_delta;
 
-   rb_ct manifold[64];
-   int len = 0;
+      phys->springv += F;
+      phys->spring  += phys->springv * k_rb_delta;
 
-   len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-   len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
+      if( phys->springv > 0.0f )
+         v3_muladds( phys->rb.v, phys->rb.up, F*k_cog_spring_vert, phys->rb.v );
 
-   rb_presolve_contacts( manifold, len );
-   v3f surface_avg = {0.0f, 0.0f, 0.0f};
+      if( phys->in_air )
+         player.normal_pressure = 0.0f;
+      else
+         player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v );
+   }
+#endif
 
-   if( !len )
+   if( player.input_grab->axis.value > 0.5f )
    {
-      player_start_air();
+      if( !phys->in_air )
+      {
+         /* Throw */
+         v3_muls( phys->rb.up, k_mmthrow_scale, phys->throw_v );
+      }
    }
    else
    {
-      for( int i=0; i<len; i++ )
+      /* Collect */
+      float doty = v3_dot( phys->rb.up, phys->throw_v );
+      
+      v3f Fl, Fv;
+      v3_muladds( phys->throw_v, phys->rb.up, -doty, Fl );
+
+      if( !phys->in_air )
       {
-         v3_add( manifold[i].n, surface_avg, surface_avg );
+         v3_muladds( phys->rb.v,    Fl,  k_mmcollect_lat, phys->rb.v );
+         v3_muladds( phys->throw_v, Fl, -k_mmcollect_lat, phys->throw_v );
       }
 
-      v3_normalize( surface_avg );
+      v3_muls( phys->rb.up, -doty, Fv );
+      v3_muladds( phys->rb.v,    Fv, k_mmcollect_vert, phys->rb.v );
+      v3_muladds( phys->throw_v, Fv, k_mmcollect_vert, phys->throw_v );
 
-      if( v3_dot( phys->rb.v, surface_avg ) > 0.5f )
-      {
-         player_start_air();
-      }
-      else
-      {
-         phys->in_air = 0;
-      }
+      v3_copy( Fl, player.debug_mmcollect_lat );
+      v3_copy( Fv, player.debug_mmcollect_vert );
+   }
+
+   /* Decay */
+   if( v3_length2( phys->throw_v ) > 0.0001f )
+   {
+      v3f dir;
+      v3_copy( phys->throw_v, dir );
+      v3_normalize( dir );
+
+      float max = v3_dot( dir, phys->throw_v ),
+            amt = vg_minf( k_mmdecay * k_rb_delta, max );
+
+      v3_muladds( phys->throw_v, dir, -amt, phys->throw_v );
+   }
+
+
+   /* TODO: RElocate */
+   {
+
+   v3f ideal_cog, ideal_diff;
+   v3_muladds( phys->rb.co, phys->rb.up, 
+               1.0f-player.input_grab->axis.value, ideal_cog );
+   v3_sub( ideal_cog, phys->cog, ideal_diff );
+
+   /* Apply velocities */
+   v3f rv;
+   v3_sub( phys->rb.v, phys->cog_v, rv );
+
+   v3f F;
+   v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
+   v3_muladds( F, rv,   -k_cog_damp * k_rb_rate, F );
+
+   float ra = k_cog_mass_ratio,
+         rb = 1.0f-k_cog_mass_ratio;
+
+   v3_muladds( phys->cog_v, F, -rb, phys->cog_v );
    }
 
-   for( int j=0; j<5; j++ )
+   /*
+    * EXPERIMENTAL
+    * ===============================================
+    */
+
+   for( int j=0; j<10; j++ )
    {
       for( int i=0; i<len; i++ )
       {
@@ -517,110 +1314,17 @@ VG_STATIC void player_physics(void)
           * components.
           */
          
-         float wy = v3_dot( phys->rb.up, impulse ),
-               wx = v3_dot( phys->rb.right, impulse )*1.5f;
+         float wy = v3_dot( phys->rb.up, impulse ) * 0.8f,
+               wx = v3_dot( phys->rb.right, impulse )*1.0f;
 
          v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
          v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
       }
    }
-
-   float grabt = vg_get_axis( "grab" )*0.5f+0.5f;
-   phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
-   player.phys.pushing = 0.0f;
-
-   if( !phys->in_air )
-   {
-#if 0
-      v3f axis;
-      float angle = v3_dot( phys->rb.up, surface_avg );
-      v3_cross( phys->rb.up, surface_avg, axis );
-
-      //float cz = v3_dot( player.rb.forward, axis );
-      //v3_muls( player.rb.forward, cz, axis );
-
-      if( angle < 0.999f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED );
-         q_mul( correction, phys->rb.q, phys->rb.q );
-      }
-#else
-      
-      /* 20/10/22: make this only go axisways instead, may effect velocities. */
-
-      v3f projected, axis;
-
-      float d = v3_dot( phys->rb.forward, surface_avg );
-      v3_muladds( surface_avg, phys->rb.forward, -d, projected );
-      v3_normalize( projected );
-
-      float angle = v3_dot( phys->rb.up, projected );
-      v3_cross( phys->rb.up, projected, axis );
-
-      v3f p0, p1;
-      v3_add( phys->rb.co, projected, p0 );
-      v3_add( phys->rb.co, phys->rb.up, p1 );
-      vg_line( phys->rb.co, p0, 0xff00ff00 );
-      vg_line( phys->rb.co, p1, 0xff000fff );
-
-      if( fabsf(angle) < 0.999f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
-         q_mul( correction, phys->rb.q, phys->rb.q );
-      }
-
-
-#endif
-
-      float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
-      v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
-
-      player_physics_control();
-
-      if( !phys->jump_charge && phys->jump > 0.2f )
-      {
-         v3f jumpdir;
-         
-         /* Launch more up if alignment is up else improve velocity */
-         float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
-               mod = 0.5f,
-               dir = mod + aup*(1.0f-mod);
-
-         v3_copy( phys->rb.v, jumpdir );
-         v3_normalize( jumpdir );
-         v3_muls( jumpdir, 1.0f-dir, jumpdir );
-         v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
-         v3_normalize( jumpdir );
-         
-         float force = k_jump_force*phys->jump;
-         v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
-         phys->jump = 0.0f;
-
-         player.jump_time = vg.time;
-         
-         /* TODO: Move to audio file */
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, phys->rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
-         audio_unlock();
-      }
-   }
-   else
-   {
-      player_physics_control_air();
-   }
-
-   if( !phys->jump_charge )
-   {
-      phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
-   }
-
-   phys->jump_charge = 0;
-   phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
+   
+   /* early integrate this */
+   phys->cog_v[1] += -9.8f * k_rb_delta;
+   v3_muladds( phys->cog, phys->cog_v, k_rb_delta, phys->cog );
 }
 
 VG_STATIC void player_save_frame(void)
@@ -634,12 +1338,20 @@ VG_STATIC void player_restore_frame(void)
    rb_update_transform( &player.phys.rb );
 }
 
-VG_STATIC void player_do_motion(void)
+VG_STATIC void player_integrate(void)
 {
    struct player_phys *phys = &player.phys;
+   v3_sub( phys->rb.v, phys->v_last, phys->a );
+   v3_muls( phys->a, 1.0f/VG_TIMESTEP_FIXED, phys->a );
+   v3_copy( phys->rb.v, phys->v_last );
+
+   apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED );
+   v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co );
+}
 
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
+VG_STATIC void player_do_motion(void)
+{
+   struct player_phys *phys = &player.phys;
 
    if( world.water.enabled )
    {
@@ -656,20 +1368,97 @@ VG_STATIC void player_do_motion(void)
       }
    }
 
+   v3f prevco;
+   v3_copy( phys->rb.co, prevco );
+
    if( phys->on_board )
-      player_physics();
+   {
+      rb_ct manifold[72];
+      
+      player_regular_collider_configuration();
+      int len = player_update_collision_manifold( manifold );
+      int grind_col = player_update_grind_collision( &manifold[len] );
+
+      static int _grind_col_pre = 0;
+
+      if( grind_col )
+      {
+         phys->grind = 1;
+         v3f up = { 0.0f, 1.0f, 0.0f };
+         float angle = v3_dot( phys->rb.up, up );
+
+         if( fabsf(angle) < 0.99f )
+         {
+            v3f axis; 
+            v3_cross( phys->rb.up, up, axis );
+
+            v4f correction;
+            q_axis_angle( correction, axis, 
+                  VG_TIMESTEP_FIXED * 10.0f * acosf(angle) );
+            q_mul( correction, phys->rb.q, phys->rb.q );
+         }
+
+         float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
+         v3_muladds( phys->rb.v, manifold[len].n, DOWNFORCE, phys->rb.v );
+         m3x3_identity( phys->vr );
+         m3x3_identity( phys->vr_pstep );
+
+         if( !_grind_col_pre )
+         {
+            audio_lock();
+            audio_player_set_flags( &audio_player_extra, 
+                                    AUDIO_FLAG_SPACIAL_3D );
+            audio_player_set_position( &audio_player_extra, phys->rb.co );
+            audio_player_set_vol( &audio_player_extra, 20.0f );
+            audio_player_playclip( &audio_player_extra, &audio_board[5] );
+            audio_unlock();
+         }
+      }
+      else
+      {
+         phys->grind = 0;
+         player_adhere_ground( manifold, len );
+
+         if( _grind_col_pre )
+         {
+            audio_lock();
+            audio_player_set_flags( &audio_player_extra, 
+                                    AUDIO_FLAG_SPACIAL_3D );
+            audio_player_set_position( &audio_player_extra, phys->rb.co );
+            audio_player_set_vol( &audio_player_extra, 20.0f );
+            audio_player_playclip( &audio_player_extra, &audio_board[6] );
+            audio_unlock();
+         }
+      }
+
+      _grind_col_pre = grind_col;
+
+      rb_presolve_contacts( manifold, len+ VG_MAX(0,grind_col) );
+      player_collision_response( manifold, len+ VG_MAX(0,grind_col) );
+
+      player_physics_control_passive();
+
+      if( grind_col )
+      {
+         phys->in_air = 0;
+         player_physics_control_grind();
+      }
+      else
+      {
+         if( phys->in_air )
+            player_physics_control_air();
+         else
+            player_physics_control();
+      }
+
+      player_integrate();
+   }
    else
       player_walk_physics();
    
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( phys->rb.co, prevco );
    
-   apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED );
-   v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co );
-
    /* Real angular velocity integration */
-   v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w );
+   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;
@@ -703,12 +1492,23 @@ VG_STATIC void player_do_motion(void)
       if( gate_intersect( gate, phys->rb.co, prevco ) )
       {
          m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
+         m4x3_mulv( gate->transport, phys->cog, phys->cog );
+         m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
          m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
          m3x3_mulv( gate->transport, phys->vl, phys->vl );
          m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
          m3x3_mulv( gate->transport, phys->m, phys->m );
          m3x3_mulv( gate->transport, phys->bob, phys->bob );
 
+         /* Pre-emptively edit the camera matrices so that the motion vectors 
+          * are correct */
+         m4x3f transport_i;
+         m4x4f transport_4;
+         m4x3_invert_affine( gate->transport, transport_i );
+         m4x3_expand( transport_i, transport_4 );
+         m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+         m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
+
          v4f transport_rotation;
          m3x3_q( gate->transport, transport_rotation );
          q_mul( transport_rotation, phys->rb.q, phys->rb.q );
@@ -740,59 +1540,35 @@ VG_STATIC void player_do_motion(void)
    rb_update_transform( &phys->rb );
 }
 
-/*
- * Free camera movement
- */
-VG_STATIC void player_mouseview(void)
-{
-   if( ui_want_mouse() )
-      return;
-
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg.mouse, mouse_last );
-
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg.mouse, mouse_last, delta );
-      v2_copy( vg.mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.06f*vg.time_delta, view_vel );
-   }
-   
-   v2_muls( view_vel, 1.0f-4.2f*vg.time_delta, 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_freecam(void)
 {
    player_mouseview();
 
-   float movespeed = fc_speed;
+   float movespeed = fc_speed * VG_TIMESTEP_FIXED;
    v3f lookdir = { 0.0f, 0.0f, -1.0f },
        sidedir = { 1.0f, 0.0f,  0.0f };
    
-   m3x3_mulv( camera_mtx, lookdir, lookdir );
-   m3x3_mulv( camera_mtx, sidedir, sidedir );
+   m3x3_mulv( main_camera.transform, lookdir, lookdir );
+   m3x3_mulv( main_camera.transform, sidedir, sidedir );
    
    static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, move_vel );
+
+   v2f steer = { player.input_js1h->axis.value,
+                 player.input_js1v->axis.value };
+
+   v3_muladds( move_vel, sidedir,  movespeed*steer[0], move_vel );
+   v3_muladds( move_vel, lookdir, -movespeed*steer[1], move_vel );
 
    v3_muls( move_vel, 0.7f, move_vel );
    v3_add( move_vel, player.camera_pos, player.camera_pos );
 }
 
+VG_STATIC int kill_player( int argc, char const *argv[] )
+{
+   player_kill();
+   return 0;
+}
+
 VG_STATIC int reset_player( int argc, char const *argv[] )
 {
    struct player_phys *phys = &player.phys;
@@ -835,6 +1611,13 @@ VG_STATIC int reset_player( int argc, char const *argv[] )
    if( !rp )
    {
       vg_error( "No spawn found\n" );
+      vg_info( "Player position: %f %f %f\n", player.phys.rb.co[0],
+                                              player.phys.rb.co[1],
+                                              player.phys.rb.co[2] );
+      vg_info( "Player velocity: %f %f %f\n", player.phys.rb.v[0],
+                                              player.phys.rb.v[1],
+                                              player.phys.rb.v[2] );
+
       if( !world.spawn_count )
          return 0;
 
@@ -848,10 +1631,12 @@ VG_STATIC int reset_player( int argc, char const *argv[] )
 
    v3f delta = {1.0f,0.0f,0.0f};
    m3x3_mulv( the_long_way, delta, delta );
-
-   player.angles[0] = atan2f( delta[0], -delta[2] ); 
-   player.angles[1] = -asinf( delta[1] );
-
+   
+   if( !freecam )
+   {
+      player.angles[0] = atan2f( delta[0], -delta[2] ); 
+      player.angles[1] = -asinf( delta[1] );
+   }
 
    v4_copy( rp->q, phys->rb.q );
    v3_copy( rp->co, phys->rb.co );
@@ -867,8 +1652,64 @@ VG_STATIC int reset_player( int argc, char const *argv[] )
    player.mdl.shoes[1] = 1;
    
    rb_update_transform( &phys->rb );
+   
+   v3_add( phys->rb.up, phys->rb.co, phys->cog );
+   v3_zero( phys->cog_v );
+
    player_save_frame();
    return 1;
 }
 
+VG_STATIC void reset_player_poll( int argc, char const *argv[] )
+{
+   if( argc == 1 )
+   {
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         struct respawn_point *r = &world.spawns[i];
+
+         console_suggest_score_text( r->name, argv[argc-1], 0 );
+      }
+   }
+}
+
+VG_STATIC void player_physics_gui(void)
+{
+   return;
+
+       vg_uictx.cursor[0] = 0;
+       vg_uictx.cursor[1] = vg.window_y - 128;
+       vg_uictx.cursor[3] = 14;
+       ui_fill_x();
+
+   char buf[128];
+
+   snprintf( buf, 127, "v: %6.3f %6.3f %6.3f\n", player.phys.rb.v[0],
+                                                 player.phys.rb.v[1],
+                                                 player.phys.rb.v[2] );
+
+   ui_text( vg_uictx.cursor, buf, 1, 0 );
+       vg_uictx.cursor[1] += 14;
+
+
+   snprintf( buf, 127, "a: %6.3f %6.3f %6.3f (%6.3f)\n", player.phys.a[0],
+                                                     player.phys.a[1],
+                                                     player.phys.a[2],
+                                                     v3_length(player.phys.a));
+   ui_text( vg_uictx.cursor, buf, 1, 0 );
+       vg_uictx.cursor[1] += 14;
+
+   float normal_acceleration = v3_dot( player.phys.a, player.phys.rb.up );
+   snprintf( buf, 127, "Normal acceleration: %6.3f\n", normal_acceleration );
+
+   ui_text( vg_uictx.cursor, buf, 1, 0 );
+       vg_uictx.cursor[1] += 14;
+
+   snprintf( buf, 127, "Normal Pressure: %6.3f\n", player.normal_pressure );
+   ui_text( vg_uictx.cursor, buf, 1, 0 );
+       vg_uictx.cursor[1] += 14;
+
+
+}
+
 #endif /* PLAYER_PHYSICS_H */