fix geo crash & backflips
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index 86f49a0f34a824554f25d409e8cc23879cb824aa..73bad63d3c1c5a45d2040938a4c22115b8970035 100644 (file)
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
+#define PLAYER_PHYSICS_H
 #ifndef PLAYER_PHYSICS_H
 #define PLAYER_PHYSICS_H
 
 #include "player.h"
 #include "camera.h"
 
-VG_STATIC void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   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
- */
-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;
-   
-   m3x3_identity( phys->vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      struct land_log *log = &player.land_log[ player.land_log_count ++ ];
-      log->count = 0;
-      log->colour = 0xff000000;
-
-      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 );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, pstep, pco );
-
-      struct grind_edge *best_grind = NULL;
-      float closest_grind = INFINITY;
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         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;
-            }
-         }
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_material( &contact )->info.flags 
-                  & k_material_flag_skate_surface )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
-
-               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 );
-            }
-
-            v3_copy( contact.pos, log->positions[ log->count ++ ] );
-            log->colour = 0xff000000 | scolour;
-            break;
-         }
-
-         v3_copy( pco, log->positions[ log->count ++ ] );
-      }
-
-      if( best_grind )
-      {
-         log->colour = 0xff0000ff;
-         
-         float score = -closest_grind * 0.05f;
-
-         if( score > best_velocity_delta )
-         {
-            best_velocity_delta = score;
-            
-            m3x3_copy( vr, phys->vr_pstep );
-            q_axis_angle( vr_q, axis, vmod*0.1f );
-            q_m3x3( vr_q, phys->vr );
-         }
-      }
-   }
-}
-
-
-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 );
-   }
-   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 );
-}
-
-/*
- * Main friction interface model
- */
-VG_STATIC void player_physics_control(void)
-{
-   struct player_phys *phys = &player.phys;
-
-   /*
-    * Computing localized friction forces for controlling the character
-    * Friction across X is significantly more than Z
-    */
-
-   v3f vel;
-   m3x3_mulv( phys->rb.to_local, phys->rb.v, vel );
-   float slip = 0.0f;
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   phys->slip = slip;
-   phys->reverse = -vg_signf(vel[2]);
-
-   float substep = VG_TIMESTEP_FIXED * 0.2f;
-   float fwd_resistance = k_friction_resistance;
-
-   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);
-   }
-   
-   if( player.input_jump->button.value )
-   {
-      phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
-
-      if( !phys->jump_charge )
-         phys->jump_dir = phys->reverse > 0.0f? 1: 0;
-
-      phys->jump_charge = 1;
-   }
-
-   static int push_thresh_last = 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( !player.input_jump->button.value && push_thresh )
-   {
-      player.phys.pushing = 1.0f;
-      player.phys.push_time = vg.time - player.phys.start_push;
-
-      float cycle_time = player.phys.push_time*k_push_cycle_rate,
-            amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*VG_TIMESTEP_FIXED,
-            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 * phys->reverse;
-   }
-
-   m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
-   
-   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;
-
-   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;
-}
+VG_STATIC void player_integrate(void);
 
-/*
- * Air control, no real physics
- */
-VG_STATIC void player_physics_control_air(void)
+VG_STATIC int player_collide_sphere( rigidbody *rb, rb_ct *manifold )
 {
-   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 );
-
-   ray_hit hit;
-
-   /* 
-    * Prediction 
-    */
-   float pstep = VG_TIMESTEP_FIXED * 10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( phys->rb.co, pco );
-   v3_copy( phys->rb.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      m3x3_mulv( phys->vr_pstep, pv, pv );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      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 );
-
-         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( 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 );
-         }
-
-         vg_line_cross( contact.pos, 0xffff0000, 0.25f );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-   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
-}
-
-VG_STATIC void player_walk_update_collision(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 );
+   int len = 0;
 
-   rb_update_bounds( rbf );
-   rb_update_bounds( rbb );
-}
-
-VG_STATIC void player_integrate(void);
-/*
- * Entire Walking physics model
- * TODO: sleep when under certain velotiy
- */
-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;
-
-   v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
-   v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
-
-   v2f walk = { player.input_walkh->axis.value,
-                player.input_walkv->axis.value };
-   
-   if( v2_length2(walk) > 0.001f )
-      v2_normalize_clamp( walk );
-
-   if( phys->in_air )
+   len = rb_sphere_scene( rb, &world.rb_geo, manifold );
+   rb_manifold_filter_coplanar( manifold, len, 0.05f );
+   if( len > 1 )
    {
-      player_walk_update_collision();
-      rb_debug( rbf, 0xff0000ff );
-      rb_debug( rbb, 0xff0000ff );
-
-      /* 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 = 0;
-      len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-      len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-      rb_presolve_contacts( manifold, len );
-
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
-            phys->in_air = 0;
-      }
-
-      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;
-
-            float temp = ct->norm_impulse;
-            ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-            vn = ct->norm_impulse - temp;
-
-            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();
+      rb_manifold_filter_backface( manifold, len );
+      rb_manifold_filter_joint_edges( manifold, len, 0.05f );
+      rb_manifold_filter_pairs( manifold, len, 0.05f );
    }
+   int new_len = rb_manifold_apply_filtered( manifold, len );
+   if( len && !new_len )
+      len = 1;
    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 );
-
-      v3f walk_apply;
-      v3_zero( walk_apply );
-
-      /* Do XY translation */
-      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 );
-      v3_divs( walk_apply, VG_TIMESTEP_FIXED, phys->rb.v );
-
-      /* Directly resolve collisions */
-      player_walk_update_collision();
-      rb_debug( rbf, 0xffffff00 );
-      rb_debug( rbb, 0xffffff00 );
-
-      len = 0;
-      len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-      len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-
-      v3f dt;
-      v3_zero( dt );
-      for( int j=0; j<3; j++ )
-      {
-         for( int i=0; i<len; i++ )
-         {
-            struct contact *ct = &manifold[i];
-
-            float p   = vg_maxf( 0.0f, ct->p - 0.00f ),
-                  cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p );
-            v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt );
-         }
-      }
-      v3_add( dt, phys->rb.co, phys->rb.co );
+      len = new_len;
 
-      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;
-      }
-      
-      /* if we've put us in the air, step down slowly */
-      phys->in_air = 1;
-      float max_dist = 0.3f,
-            start_y = phys->rb.co[1];
-
-      for( int j=0; j<8; j++ )
-      {
-         for( int i=0; i<len; i++ )
-         {
-            struct contact *ct = &manifold[i];
-            if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
-            {
-               phys->in_air = 0;
-               if( j == 0 )
-                  return;
-
-               v3f dt;
-               v3_zero( dt );
-               for( int j=0; j<3; j++ )
-               {
-                  for( int i=0; i<len; i++ )
-                  {
-                     struct contact *ct = &manifold[i];
-
-                     float p   = vg_maxf( 0.0f, ct->p - 0.0025f ),
-                           cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p );
-                     v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt );
-                  }
-               }
-               v3_add( dt, phys->rb.co, phys->rb.co );
-               return;
-            }
-         }
-
-         phys->rb.co[1] -= max_dist * 0.125f;
-
-         player_walk_update_collision();
-         len = 0;
-         len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-         len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-      }
-      
-      /* Transitioning into air mode */
-      phys->rb.co[1] = start_y;
-   }
-}
-
-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, p0 );
-   v3_muladds( p1, phys->rb.up, 0.125f, p1 );
-
-   float const k_r = 0.25f;
-   struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, 
-                                                                c0, c1, k_r );
-
-   
-   vg_line( p0, p1, 0xff0000ff );
-
-   if( closest_edge )
-   {
-      vg_line_cross( c0, 0xff000000, 0.1f );
-      vg_line_cross( c1, 0xff000000, 0.1f );
-      vg_line( c0, c1, 0xff000000 );
-
-      v3f delta;
-      v3_sub( c1, c0, delta );
-
-      if( v3_dot( delta, phys->rb.up ) > 0.0f )
-      {
-         v3_copy( delta, contact->n );
-         float l = v3_length( contact->n );
-         v3_muls( contact->n, 1.0f/l, contact->n );
-         contact->p = l;
-         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 );
-
-         return 1;
-      }
-      else
-         return -1;
-   }
+   return len;
+#endif
 
    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;
-
-   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 );
-
-   rb_debug( rbf, 0xff00ffff );
-   rb_debug( rbb, 0xffffff00 );
-
-   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 );
-   }
-   len_f = rb_manifold_apply_filtered( manifold, 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 );
-   }
-   len_b = rb_manifold_apply_filtered( man_b, len_b );
-
 #if 0
-   /* 
-    * Preprocess collision points, and create a surface picture.
-    * we want contacts that are within our 'capsule's internal line to be 
-    * clamped so that they face the line and do not oppose, to stop the
-    * player hanging up on stuff
-    */
-   for( int i=0; i<len; i++ )
-   {
-      v3f dfront, dback;
-      v3_sub( manifold[i].co, rbf->co, dfront );
-      v3_sub( manifold[i].co, rbb->co, dback );
-
-      if( (v3_dot( dfront, phys->rb.forward ) < -0.02f) &&
-          (v3_dot( dback,  phys->rb.forward ) > 0.02f))
-      {
-         float p = v3_dot( manifold[i].n, phys->rb.forward );
-         v3_muladds( manifold[i].n, phys->rb.forward, -p, manifold[i].n );
-         v3_normalize( manifold[i].n );
-      }
-   }
-#endif
-
-   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 );
-
-   if( len == 0 )
-   {
-      phys->lift_frames ++;
-
-      if( phys->lift_frames >= 8 )
-         phys->in_air = 1;
-   }
-   else
-   {
-      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->lift_frames ++;
-
-         if( phys->lift_frames >= 8 )
-            phys->in_air = 1;
-      }
-      else
-      {
-         phys->in_air = 0;
-         phys->lift_frames = 0;
-         v3f projected, axis;
-
-         float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
-         v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
-
-         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 );
-         }
-      }
-   }
-
-   if( !was_in_air && phys->in_air )
-      player_start_air();
-}
-
-VG_STATIC void player_collision_response( rb_ct *manifold, int len )
-{
-   struct player_phys *phys = &player.phys;
-
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         v3f dv, delta;
-         v3_sub( ct->co, phys->rb.co, delta ); 
-         v3_cross( phys->rb.w, delta, dv );
-         v3_add( phys->rb.v, dv, dv );
-
-         float vn = -v3_dot( dv, ct->n );
-         vn += ct->bias;
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         v3f impulse;
-         v3_muls( ct->n, vn, impulse );
-
-         if( fabsf(v3_dot( impulse, phys->rb.forward )) > 10.0f ||
-             fabsf(v3_dot( impulse, phys->rb.up )) > 50.0f )
-         {
-            player_kill();
-            return;
-         }
-
-         v3_add( impulse, phys->rb.v, phys->rb.v );
-         v3_cross( delta, impulse, impulse );
-
-         /*
-          * W Impulses are limited to the Y and X axises, we don't really want
-          * roll angular velocities being included.
-          *
-          * Can also tweak the resistance of each axis here by scaling the wx,wy
-          * components.
-          */
-         
-         float wy = v3_dot( phys->rb.up, impulse ),
-               wx = v3_dot( phys->rb.right, impulse )*1.8f;
-
-         v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
-         v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
-      }
-   }
-}
-
-VG_STATIC void player_save_frame(void)
-{
-   player.phys_gate_frame = player.phys;
-}
-
-VG_STATIC void player_restore_frame(void)
+VG_STATIC void apply_gravity( v3f vel, float const timestep )
 {
-   player.phys = player.phys_gate_frame;
-   rb_update_transform( &player.phys.rb );
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( vel, gravity, timestep, vel );
 }
 
 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 );
 }
-
-VG_STATIC void player_do_motion(void)
-{
-   struct player_phys *phys = &player.phys;
-
-   if( world.water.enabled )
-   {
-      if( (phys->rb.co[1] < 0.0f) && !player.is_dead )
-      {
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, phys->rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_splash );
-         audio_unlock();
-
-         player_kill();
-      }
-   }
-
-   v3f prevco;
-   v3_copy( phys->rb.co, prevco );
-
-   if( phys->on_board )
-   {
-      rb_ct manifold[72];
-      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 );
-         v3f axis; 
-         v3_cross( phys->rb.up, up, axis );
-
-         if( fabsf(angle) < 0.99f )
-         {
-            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();
-   
-   
-   /* Real angular velocity integration */
-   v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w );
-   if( v3_length2( phys->rb.w ) > 0.0f )
-   {
-      v4f rotation;
-      v3f axis;
-      v3_copy( phys->rb.w, axis );
-      
-      float mag = v3_length( axis );
-      v3_divs( axis, mag, axis );
-      q_axis_angle( rotation, axis, mag*k_rb_delta );
-      q_mul( rotation, phys->rb.q, phys->rb.q );
-   }
-
-   /* Faux angular velocity */
-   v4f rotate; 
-
-   float lerpq = phys->in_air? 0.04f: 0.3f;
-   phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
-
-   q_axis_angle( rotate, phys->rb.up, phys->siY );
-   q_mul( rotate, phys->rb.q, phys->rb.q );
-   phys->iY = 0.0f;
-
-   /* 
-    * Gate intersection, by tracing a line over the gate planes 
-    */
-   for( int i=0; i<world.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.gates[i];
-      teleport_gate *gate = &rg->gate;
-
-      if( gate_intersect( gate, phys->rb.co, prevco ) )
-      {
-         m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
-         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 );
-
-         v4f transport_rotation;
-         m3x3_q( gate->transport, transport_rotation );
-         q_mul( transport_rotation, phys->rb.q, phys->rb.q );
-         
-         world_routes_activate_gate( i );
-
-         if( !phys->on_board )
-         {
-            v3f fwd_dir = {cosf(player.angles[0]),
-                           0.0f,
-                           sinf(player.angles[0])};
-            m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
-            player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-         }
-         
-         player.rewind_length = 0;
-         player.rewind_total_length = 0.0f;
-         player.rewind_incrementer = 10000;
-         player_save_frame();
-
-         audio_lock();
-         audio_play_oneshot( &audio_gate_pass, 1.0f );
-         audio_unlock();
-         break;
-      }
-   }
-   
-   rb_update_transform( &phys->rb );
-}
+#endif
 
 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 };
 
-   /* TODO */
-#if 0
-   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 );
-#endif
+   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;
    struct respawn_point *rp = NULL, *r;
 
    if( argc == 1 )
@@ -1179,7 +111,7 @@ VG_STATIC int reset_player( int argc, char const *argv[] )
       for( int i=0; i<world.spawn_count; i++ )
       {
          r = &world.spawns[i];
-         float d = v3_dist2( r->co, phys->rb.co );
+         float d = v3_dist2( r->co, player.co );
          
          vg_info( "Dist %s : %f\n", r->name, d );
          if( d < min_dist )
@@ -1193,6 +125,10 @@ 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.co[0],
+                                              player.co[1],
+                                              player.co[2] );
+
       if( !world.spawn_count )
          return 0;
 
@@ -1206,27 +142,30 @@ 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] );
-
-
-   v4_copy( rp->q, phys->rb.q );
-   v3_copy( rp->co, phys->rb.co );
-   v3_zero( phys->rb.v );
    
-   phys->vswitch = 1.0f;
-   phys->slip_last = 0.0f;
-   phys->in_air = 1;
-   phys->on_board = 0;
-   m3x3_identity( phys->vr );
+   if( !freecam )
+   {
+      player.angles[0] = atan2f( delta[0], -delta[2] ); 
+      player.angles[1] = -asinf( delta[1] );
+   }
+
+   player.controller = k_player_controller_walk;
+   /* TODO: trigger controller slurp */
 
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-   
-   rb_update_transform( &phys->rb );
    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 );
+      }
+   }
+}
+
 #endif /* PLAYER_PHYSICS_H */