dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index df54c58e02fbe411734b7e38ce8dddd70f4899e1..3a78f4f9b3fed274b95417904edb590a05bba123 100644 (file)
@@ -124,8 +124,10 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
       v3f tri[3];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+#if 0
       if( !(surf->info.flags & k_material_flag_skate_surface) )
          continue;
+#endif
 
       for( int j=0; j<3; j++ )
          v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
@@ -266,11 +268,23 @@ too_many_samples:
    return passed_samples;
 }
 
-VG_STATIC int solve_prediction_for_target( player_instance *player,
-                                           v3f target, float max_angle,
-                                           struct land_prediction *p )
+VG_STATIC void reset_jump_info( jump_info *inf )
+{
+   inf->log_length = 0;
+   inf->land_dist = 0.0f;
+   inf->score = 0.0f;
+   inf->type = k_prediction_unset;
+   v3_zero( inf->apex );
+}
+
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+                                          jump_info *jumps,
+                                          v3f target, float max_angle_delta,
+                                          float gravity )
 {
-   /* calculate the exact solution(s) to jump onto that grind spot */
+   struct player_skate *s = &player->_skate;
+
+   /* calculate the exact 2 solutions to jump onto that grind spot */
 
    v3f v0;
    v3_sub( target, player->rb.co, v0 );
@@ -289,13 +303,50 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
-         root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+         root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
 
-   if( root > 0.0f )
-   {
+   int valid_count = 0;
+
+   if( root > 0.0f ){
       root = sqrtf( root );
-      float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
-            a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
+      float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+            a1 = atanf( (m*m - root) / (gravity * d[0]) );
+
+      if( fabsf(a0-a) < max_angle_delta ){
+         jump_info *inf = &jumps[ valid_count ++ ];
+         reset_jump_info( inf );
+
+         v3_muls( ax, cosf( a0 ) * m, inf->v );
+         inf->v[1] += sinf( a0 ) * m;
+         m3x3_mulv( player->basis, inf->v, inf->v );
+         inf->land_dist = d[0] / (cosf(a0)*m);
+         inf->gravity = gravity;
+
+         v3_copy( target, inf->log[inf->log_length ++] );
+      }
+
+      if( fabsf(a1-a) < max_angle_delta ){
+         jump_info *inf = &jumps[ valid_count ++ ];
+         reset_jump_info( inf );
+
+         v3_muls( ax, cosf( a1 ) * m, inf->v );
+         inf->v[1] += sinf( a1 ) * m;
+         m3x3_mulv( player->basis, inf->v, inf->v );
+         inf->land_dist = d[0] / (cosf(a1)*m);
+         inf->gravity = gravity;
+
+         v3_copy( target, inf->log[inf->log_length ++] );
+      }
+   }
+
+   return valid_count;
+}
+
+#if 0
+VG_STATIC 
+int create_jump_for_target( world_instance *world, player_instance *player,
+                            v3f target, float max_angle, jump_info *jump )
+{
 
       if( fabsf(a0-a) > fabsf(a1-a) )
          a0 = a1;
@@ -305,17 +356,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
       /* TODO: sweep the path before chosing the smallest dist */
 
-      p->log_length = 0;
-      p->land_dist = 0.0f;
-      v3_zero( p->apex );
-      p->type = k_prediction_grind;
-
-      v3_muls( ax, cosf( a0 ) * m, p->v );
-      p->v[1] += sinf( a0 ) * m;
-      m3x3_mulv( player->basis, p->v, p->v );
-
-      p->land_dist = d[0] / (cosf(a0)*m);
 
+#if 0
       /* add a trace */
       for( int i=0; i<=20; i++ )
       {
@@ -327,12 +369,14 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
          v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
       }
+#endif
 
       return 1;
    }
    else
       return 0;
 }
+#endif
 
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
@@ -346,7 +390,7 @@ void player__approximate_best_trajectory( player_instance *player )
    v3_copy( player->rb.v, s->state.air_init_v );
    v3_copy( player->rb.co, s->state.air_init_co );
 
-   s->prediction_count = 0;
+   s->possible_jump_count = 0;
 
    v3f axis;
    v3_cross( player->rb.v, player->rb.to_world[1], axis );
@@ -359,15 +403,11 @@ void player__approximate_best_trajectory( player_instance *player )
 
    struct grind_info grind;
    int grind_located = 0;
+   float grind_located_gravity = k_gravity;
 
-   for( int m=0;m<=30; m++ )
-   {
-      struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
-      p->log_length = 0;
-      p->land_dist = 0.0f;
-      v3_zero( p->apex );
-      p->type = k_prediction_none;
+   for( int m=0;m<=30; m++ ){
+      jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+      reset_jump_info( inf );
 
       v3f launch_co, launch_v, co0, co1;
       v3_copy( player->rb.co, launch_co );
@@ -390,112 +430,195 @@ void player__approximate_best_trajectory( player_instance *player )
 
       float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
             gravity      = k_gravity * gravity_bias;
-      p->gravity = gravity;
+      inf->gravity = gravity;
+      v3_copy( launch_v, inf->v );
 
-      v3_copy( launch_v, p->v );
+      m3x3f basis;
+      m3x3_copy( player->basis, basis );
 
-      for( int i=1; i<=50; i++ )
-      {
+      for( int i=1; i<=50; i++ ){
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
-         v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
+         v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
          v3_add( launch_co, co1, co1 );
 
-         float launch_vy = v3_dot( launch_v,player->basis[1] );
-         if( !grind_located && (launch_vy - gravity*t < 0.0f) )
-         {
+         float launch_vy = v3_dot( launch_v,basis[1] );
+         if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
             v3f closest;
-            if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
-            {
+            if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
                v3f ve;
                v3_copy( launch_v, ve );
-               v3_muladds( ve, player->basis[1], -gravity * t, ve );
+               v3_muladds( ve, basis[1], -gravity * t, ve );
 
-               if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
-               {
+               if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
                   /* check alignment */
-                  v2f v0 = { v3_dot( ve, player->basis[0] ), 
-                             v3_dot( ve, player->basis[2] ) },
-                      v1 = { v3_dot( grind.dir, player->basis[0] ), 
-                             v3_dot( grind.dir, player->basis[2] ) };
+                  v2f v0 = { v3_dot( ve, basis[0] ), 
+                             v3_dot( ve, basis[2] ) },
+                      v1 = { v3_dot( grind.dir, basis[0] ), 
+                             v3_dot( grind.dir, basis[2] ) };
 
                   v2_normalize( v0 );
                   v2_normalize( v1 );
 
                   float a = v2_dot( v0, v1 );
 
-                  if( a >= cosf( VG_PIf * 0.185f ) )
-                  {
+#if 0
+                  if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
+#endif
                      grind_located = 1;
+                     grind_located_gravity = inf->gravity;
+
+                     vg_success( "Grind located\n" );
+#if 0
                   }
+#endif
                }
             }
          }
 
+         if( world->rendering_gate ){
+            ent_gate *gate = world->rendering_gate;
+            if( gate_intersect( gate, co1, co0 ) ){
+               m4x3_mulv( gate->transport, co0, co0 );
+               m4x3_mulv( gate->transport, co1, co1 );
+               m3x3_mulv( gate->transport, launch_v, launch_v);
+               m4x3_mulv( gate->transport, launch_co, launch_co );
+               m3x3_mul( gate->transport, basis, basis );
+            }
+         }
+
          float t1;
          v3f n;
 
          int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
-         if( idx != -1 )
-         {
+         if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
-            v3_copy( co, p->log[ p->log_length ++ ] ); 
+            v3_copy( co, inf->log[ inf->log_length ++ ] ); 
 
-            v3_copy( n, p->n );
-            p->type = k_prediction_land;
+            v3_copy( n, inf->n );
+            u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
+            struct world_surface *surf = world_tri_index_surface(world, tri[0]);
+
+#if 0
+            v3f v0, v1;
+            v3f pa, pb, pc;
+
+            v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
+            v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
+            v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
+
+            v3_sub( pb, pa, v0 );
+            v3_sub( pc, pa, v1 );
+            v3_cross( v0, v1, inf->n );
+            v3_normalize( inf->n );
+#endif
+            /* TODO:
+             *   grind predictions, we want to FORCE it to land in the correct
+             *   location, taking the cloest endpoint or midpoint to be the 
+             *   snapper.
+             */
+
+            inf->type = k_prediction_land;
 
             v3f ve;
             v3_copy( launch_v, ve );
             v3_muladds( ve, player->basis[1], -gravity * t, ve );
 
-            struct grind_info replace_grind;
-            if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
-            {
-               v3_copy( replace_grind.n, p->n );
-               p->type = k_prediction_grind;
-            }
-
-            p->score = -v3_dot( ve, p->n );
-            p->land_dist = t + k_trace_delta * t1;
+            inf->score = -v3_dot( ve, inf->n );
+            inf->land_dist = t + k_trace_delta * t1;
 
-            u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
-            struct world_surface *surf = 
-               world_tri_index_surface( world, vert_index );
             
             /* Bias prediction towords ramps */
             if( !(surf->info.flags & k_material_flag_skate_surface) )
-               p->score *= 10.0f;
+               inf->score *= 10.0f;
 
             break;
          }
          
          if( i % 3 == 0 )
-            v3_copy( co1, p->log[ p->log_length ++ ] ); 
+            v3_copy( co1, inf->log[ inf->log_length ++ ] ); 
 
          v3_copy( co1, co0 );
       }
 
-      if( p->type == k_prediction_none )
-         s->prediction_count --;
+      if( inf->type == k_prediction_unset )
+         s->possible_jump_count --;
    }
 
    if( grind_located ){
-      /* calculate the exact solution(s) to jump onto that grind spot */
-      struct land_prediction *p = &s->predictions[ s->prediction_count ];
-      p->gravity = k_gravity;
+      jump_info grind_jumps[2];
+      
+      int valid_count = 
+         create_jumps_to_hit_target( player, grind_jumps, grind.co, 
+                                     0.175f*VG_PIf, grind_located_gravity );
+
+      /* knock out original landing points in the 1m area 
+       * TODO: Make this a konstant */
+      for( u32 j=0; j<s->possible_jump_count; j++ ){
+         jump_info *jump = &s->possible_jumps[ j ];
+         float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+         float descale = 1.0f-vg_minf(1.0f,dist);
+         jump->score += descale*3.0f;
+      }
+
+      for( int i=0; i<valid_count; i++ ){
+         jump_info *jump = &grind_jumps[i];
+         jump->type = k_prediction_grind;
+
+         v3f launch_v, launch_co, co0, co1;
+
+         v3_copy( jump->v, launch_v );
+         v3_copy( player->rb.co, launch_co );
+
+         m3x3f basis;
+         m3x3_copy( player->basis, basis );
+         
+         float t = 0.05f * jump->land_dist;
+         v3_muls( launch_v, t, co0 );
+         v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+         v3_add( launch_co, co0, co0 );
+
+#if 0
+         /* rough scan to make sure we dont collide with anything */
+         for( int j=1; j<=16; j++ ){
+            t  = (float)j*(1.0f/16.0f);
+            t *= 0.9f;
+            t += 0.05f;
+            t *= jump->land_dist;
+
+            v3_muls( launch_v, t, co1 );
+            v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+            v3_add( launch_co, co1, co1 );
+            
+            float t1;
+            v3f n;
+
+            int idx = spherecast_world( world, co0,co1,
+                                        k_board_radius*0.5f, &t1, n);
+            if( idx != -1 ){
+               goto invalidated_grind;
+            }
+
+            v3_copy( co1, co0 );
+         }
+#endif
 
-      if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
-         v3_copy( grind.n, p->n );
+         v3_copy( grind.n, jump->n );
 
          /* determine score */
          v3f ve;
-         v3_copy( p->v, ve );
-         v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
-         p->score = -v3_dot( ve, grind.n ) * 0.85f;
+         v3_copy( jump->v, ve );
+         v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+         jump->score = -v3_dot( ve, grind.n ) * 0.9f;
 
-         s->prediction_count ++;
+         s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+
+#if 0
+         continue;
+invalidated_grind:;
+#endif
       }
    }
 
@@ -503,35 +626,35 @@ void player__approximate_best_trajectory( player_instance *player )
    float score_min =  INFINITY,
          score_max = -INFINITY;
 
-   struct land_prediction *best = NULL;
+   jump_info *best = NULL;
 
-   for( int i=0; i<s->prediction_count; i ++ ){
-      struct land_prediction *p = &s->predictions[i];
+   for( int i=0; i<s->possible_jump_count; i ++ ){
+      jump_info *jump = &s->possible_jumps[i];
 
-      if( p->score < score_min )
-         best = p;
+      if( jump->score < score_min )
+         best = jump;
 
-      score_min = vg_minf( score_min, p->score );
-      score_max = vg_maxf( score_max, p->score );
+      score_min = vg_minf( score_min, jump->score );
+      score_max = vg_maxf( score_max, jump->score );
    }
 
-   for( int i=0; i<s->prediction_count; i ++ ){
-      struct land_prediction *p = &s->predictions[i];
-      float s = p->score;
+   for( int i=0; i<s->possible_jump_count; i ++ ){
+      jump_info *jump = &s->possible_jumps[i];
+      float s = jump->score;
 
       s -= score_min;
       s /= (score_max-score_min);
       s  = 1.0f - s;
 
-      p->score = s;
-      p->colour = s * 255.0f;
+      jump->score = s;
+      jump->colour = s * 255.0f;
 
-      if( p == best )
-         p->colour <<= 16;
-      else if( p->type == k_prediction_land )
-         p->colour <<= 8;
+      if( jump == best )
+         jump->colour <<= 16;
+      else if( jump->type == k_prediction_land )
+         jump->colour <<= 8;
       
-      p->colour |= 0xff000000;
+      jump->colour |= 0xff000000;
    }
 
    if( best ){
@@ -544,6 +667,10 @@ void player__approximate_best_trajectory( player_instance *player )
       v2_normalize_clamp( steer );
       s->state.gravity_bias = best->gravity;
 
+      if( best->type == k_prediction_grind ){
+         s->state.activity = k_skate_activity_air_to_grind;
+      }
+
       if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
          s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
                                  s->state.reverse ;
@@ -573,7 +700,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity_prev != k_skate_activity_air )
+   if( s->state.activity_prev > k_skate_activity_air_to_grind )
       player__approximate_best_trajectory( player );
 
    float angle = v3_dot( player->rb.to_world[1], s->land_normal );
@@ -609,7 +736,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
                k_rb_delta, s->board_trick_residuald );
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
          return;
 
@@ -696,7 +823,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
    float rate = 26.0f,
          top  = 1.0f;
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       rate = 6.0f * fabsf(steer);
       top  = 1.5f;
    }
@@ -798,7 +925,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
    s->state.charging_jump = player->input_jump->button.value;
 
    /* Cannot charge this in air */
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       s->state.charging_jump = 0;
       return;
    }
@@ -824,29 +951,33 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
-      v3_copy( player->rb.v, jumpdir );
-      v3_normalize( jumpdir );
-      v3_muls( jumpdir, 1.0f-dir, jumpdir );
-      v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
-      v3_normalize( jumpdir );
+      if( s->state.activity == k_skate_activity_ground ){
+         v3_copy( player->rb.v, jumpdir );
+         v3_normalize( jumpdir );
+         v3_muls( jumpdir, 1.0f-dir, jumpdir );
+         v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+         v3_normalize( jumpdir );
+      }else{
+         v3_copy( s->state.up_dir, jumpdir );
+         s->state.activity = k_skate_activity_ground;
+         s->grind_cooldown = 0;
+
+         float tilt  = player->input_js1h->axis.value * 0.3f;
+               tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+
+         v4f qtilt;
+         q_axis_angle( qtilt, s->grind_dir, tilt );
+         q_mulv( qtilt, jumpdir, jumpdir );
+      }
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
       s->state.jump_charge = 0.0f;
       s->state.jump_time = vg.time;
-      s->state.activity = k_skate_activity_air;
 
       v2f steer = { player->input_js1h->axis.value,
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
-      skate_apply_air_model( player );
-
-#if 0
-      float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
-      s->state.steery_s = -steer[0] * maxspin;
-      s->state.steerx = s->state.steerx_s;
-      s->state.lift_frames ++;
-#endif
 
       audio_lock();
       audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
@@ -998,7 +1129,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
    }
 
    int trick_id; 
-   if( (s->state.activity == k_skate_activity_air) && 
+   if( (s->state.activity <= k_skate_activity_air_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
    {
       if( (vg.time - s->state.jump_time) < 0.1f ){
@@ -1023,25 +1154,27 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   for( int i=0; i<s->prediction_count; i++ )
-   {
-      struct land_prediction *p = &s->predictions[i];
+   for( int i=0; i<s->possible_jump_count; i++ ){
+      jump_info *jump = &s->possible_jumps[i];
+
+      if( jump->log_length == 0 ){
+         vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+      }
       
-      for( int j=0; j<p->log_length - 1; j ++ )
-      {
-         float brightness = p->score*p->score*p->score;
+      for( int j=0; j<jump->log_length - 1; j ++ ){
+         float brightness = jump->score*jump->score*jump->score;
          v3f p1;
-         v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
-         vg_line( p->log[j], p1, p->colour );
+         v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+         vg_line( jump->log[j], p1, jump->colour );
       }
 
-      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+      vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
 
       v3f p1;
-      v3_add( p->log[p->log_length-1], p->n, p1 );
-      vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+      v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+      vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
 
-      vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+      vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
    }
 
 #if 0
@@ -1050,7 +1183,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 
    audio_lock();
 
-   float air   = s->state.activity == k_skate_activity_air? 1.0f: 0.0f,
+   float air   = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
          speed = v3_length( player->rb.v ),
          attn  = vg_minf( 1.0f, speed*0.1f ),
          slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ),
@@ -1251,30 +1384,24 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
 
-   if( s->state.manual_direction == 0 )
-   {
+   if( s->state.manual_direction == 0 ){
       if( (player->input_js1v->axis.value > 0.7f) && 
           (s->state.activity == k_skate_activity_ground) &&
           (s->state.jump_charge <= 0.01f) )
          s->state.manual_direction = reverse_dir;
    }
-   else
-   {
-      if( player->input_js1v->axis.value < 0.1f )
-      {
+   else{
+      if( player->input_js1v->axis.value < 0.1f ){
          s->state.manual_direction = 0;
       }
-      else
-      {
-         if( reverse_dir != s->state.manual_direction )
-         {
+      else{
+         if( reverse_dir != s->state.manual_direction ){
             return;
          }
       }
    }
 
-   if( s->state.manual_direction )
-   {
+   if( s->state.manual_direction ){
       float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
       s->weight_distribution[2] = k_board_length * amt * 
                                           (float)s->state.manual_direction;
@@ -1282,8 +1409,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    /* TODO: Fall back on land normal */
    /* TODO: Lerp weight distribution */
-   if( s->state.manual_direction )
-   {
+   if( s->state.manual_direction ){
       v3f plane_z;
 
       m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
@@ -1314,8 +1440,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity == k_skate_activity_ground )
-   {
+   if( s->state.activity == k_skate_activity_ground ){
       v3f target;
       v3_copy( s->surface_picture, target );
 
@@ -1325,13 +1450,11 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
       v3_lerp( s->state.up_dir, target,
                8.0f * s->substep_delta, s->state.up_dir );
    }
-   else if( s->state.activity == k_skate_activity_air )
-   {
+   else if( s->state.activity <= k_skate_activity_air_to_grind ){
       v3_lerp( s->state.up_dir, player->rb.to_world[1],
                8.0f * s->substep_delta, s->state.up_dir );
    }
-   else
-   {
+   else{
       v3_lerp( s->state.up_dir, player->basis[1],
                12.0f * s->substep_delta, s->state.up_dir );
    }
@@ -1698,7 +1821,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player,
 
       if( (fabsf(local_co[2]) <= k_board_length) &&   /* within wood area */
           (local_co[1] >= 0.0f) &&                    /* at deck level */
-          (fabsf(local_dir[0]) >= 0.5f) )             /* perpendicular to us */
+          (fabsf(local_dir[0]) >= 0.25f) )            /* perpendicular to us */
       {
          if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
             return 0;
@@ -1762,9 +1885,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    struct player_skate *s = &player->_skate;
 
    /* debounces this state manager a little bit */
-   if( s->frames_since_activity_change < 10 )
-   {
-      s->frames_since_activity_change ++;
+   if( s->grind_cooldown < 20 ){
+      s->grind_cooldown ++;
       return k_skate_activity_undefined;
    }
 
@@ -1776,33 +1898,27 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
        res_front50 = 0,
        res_slide   = 0;
 
-   if( s->state.activity == k_skate_activity_grind_boardslide )
-   {
+   if( s->state.activity == k_skate_activity_grind_boardslide ){
       res_slide = skate_boardslide_renew( player, &inf_slide );
    }
-   else if( s->state.activity == k_skate_activity_grind_back50 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_back50 ){
       res_back50  = skate_grind_truck_renew( player,  1.0f, &inf_back50 );
       res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
    }
-   else if( s->state.activity == k_skate_activity_grind_front50 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_front50 ){
       res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   else if( s->state.activity == k_skate_activity_grind_5050 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_5050 ){
       res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   else
-   {
+   else{
       res_slide   = skate_boardslide_entry( player, &inf_slide );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
       res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
 
-      if( res_back50 != res_front50 )
-      {
+      if( res_back50 != res_front50 ){
          int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
 
          res_back50  &= wants_to_do_that;
@@ -1828,7 +1944,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    if(      new_activity == k_skate_activity_undefined )
    {
       if( s->state.activity >= k_skate_activity_grind_any )
-         s->frames_since_activity_change = 0;
+         s->grind_cooldown = 5;
    }
    else if( new_activity == k_skate_activity_grind_boardslide )
    {
@@ -1891,6 +2007,34 @@ VG_STATIC void player__skate_update( player_instance *player )
       }
    };
 
+   float slap = 0.0f;
+
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
+
+      float min_dist = 0.6f;
+      for( int i=0; i<2; i++ ){
+         v3f wpos, closest;
+         m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+         if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+            min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+         }
+      }
+      min_dist -= 0.2f;
+      float vy = v3_dot( player->basis[1], player->rb.v );
+            vy = vg_maxf( 0.0f, vy );
+
+      slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
+   }
+   s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
+
+   wheels[0].pos[1] = s->state.slap;
+   wheels[1].pos[1] = s->state.slap;
+
+
+
+
+
    const int k_wheel_count = 2;
 
    s->substep = k_rb_delta;
@@ -1906,15 +2050,13 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    /* check if we can enter or continue grind */
    enum skate_activity grindable_activity = skate_availible_grind( player );
-   if( grindable_activity != k_skate_activity_undefined )
-   {
+   if( grindable_activity != k_skate_activity_undefined ){
       s->state.activity = grindable_activity;
       goto grinding;
    }
 
    int contact_count = 0;
-   for( int i=0; i<2; i++ )
-   {
+   for( int i=0; i<2; i++ ){
       v3f normal, axel;
       v3_copy( player->rb.to_world[0], axel );
 
@@ -1933,8 +2075,7 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
-   if( contact_count )
-   {
+   if( contact_count ){
       s->state.activity = k_skate_activity_ground;
       s->state.gravity_bias = k_gravity;
       v3_normalize( s->surface_picture );
@@ -1942,9 +2083,10 @@ VG_STATIC void player__skate_update( player_instance *player )
       skate_apply_friction_model( player );
       skate_weight_distribute( player );
    }
-   else
-   {
-      s->state.activity = k_skate_activity_air;
+   else{
+      if( s->state.activity > k_skate_activity_air_to_grind )
+         s->state.activity = k_skate_activity_air;
+
       v3_zero( s->weight_distribution );
       skate_apply_air_model( player );
    }
@@ -1955,8 +2097,7 @@ grinding:;
       wheels[1].state = k_collider_state_disabled;
    if( s->state.activity == k_skate_activity_grind_front50 )
       wheels[0].state = k_collider_state_disabled;
-   if( s->state.activity == k_skate_activity_grind_5050 )
-   {
+   if( s->state.activity == k_skate_activity_grind_5050 ){
       wheels[0].state = k_collider_state_disabled;
       wheels[1].state = k_collider_state_disabled;
    }
@@ -2009,8 +2150,7 @@ begin_collision:;
    /* calculate the minimum time we can move */
    float max_time = s->substep;
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
@@ -2041,8 +2181,7 @@ begin_collision:;
 
    /* integrate */
    v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
-   if( v3_length2( player->rb.w ) > 0.0f )
-   {
+   if( v3_length2( player->rb.w ) > 0.0f ){
       v4f rotation;
       v3f axis;
       v3_copy( player->rb.w, axis );
@@ -2091,8 +2230,7 @@ begin_collision:;
     * --------------------------------------------------------------------------
     */
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
@@ -2119,7 +2257,7 @@ begin_collision:;
    v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
    v3_muls( player->rb.to_world[1],  1.0f, mtx[2] );
    v3_muladds( player->rb.to_world[3], player->rb.to_world[1], 
-               grind_radius + k_board_radius*0.25f, mtx[3] );
+               grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
 
    rb_ct *cman = &manifold[manifold_len];
 
@@ -2137,8 +2275,7 @@ begin_collision:;
    debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
 
    /* add limits */
-   for( int i=0; i<s->limit_count; i++ )
-   {
+   for( int i=0; i<s->limit_count; i++ ){
       struct grind_limit *limit = &s->limits[i];
       rb_ct *ct = &manifold[ manifold_len ++ ];
       m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
@@ -2157,8 +2294,7 @@ begin_collision:;
    m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
    vg_line_pt3( world_cog, 0.02f, VG__BLACK );
 
-   for( int i=0; i<manifold_len; i ++ )
-   {
+   for( int i=0; i<manifold_len; i ++ ){
       rb_prepare_contact( &manifold[i], s->substep_delta );
       rb_debug_contact( &manifold[i] );
    }
@@ -2188,10 +2324,8 @@ begin_collision:;
    m3x3_mul( iI, player->rb.to_local, iIw );
    m3x3_mul( player->rb.to_world, iIw, iIw );
 
-   for( int j=0; j<10; j++ )
-   {
-      for( int i=0; i<manifold_len; i++ )
-      {
+   for( int j=0; j<10; j++ ){
+      for( int i=0; i<manifold_len; i++ ){
          /* 
           * regular dance; calculate velocity & total mass, apply impulse.
           */
@@ -2284,6 +2418,8 @@ begin_collision:;
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
       q_mul( transport_rotation, player->rb.q, player->rb.q );
+      q_mul( transport_rotation, s->state.smoothed_rotation,
+                                 s->state.smoothed_rotation );
       rb_update_transform( &player->rb );
 
       s->state_gate_storage = s->state;
@@ -2299,16 +2435,13 @@ begin_collision:;
       stick_frames = 0;
 
 
-   if( stick_frames == 4 )
-   {
+   if( stick_frames == 4 ){
       audio_lock();
-      if( (fabsf(s->state.slip) > 0.75f) )
-      {
+      if( (fabsf(s->state.slip) > 0.75f) ){
          audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
                            40.0f, 1.0f );
       }
-      else
-      {
+      else{
          audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
                            40.0f, 1.0f );
       }
@@ -2332,6 +2465,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
    const char *activity_txt[] = 
    {
       "air",
+      "air_to_grind",
       "ground",
       "undefined (INVALID)",
       "grind_any (INVALID)",
@@ -2405,6 +2539,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
    offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
    offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
 
+   v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+
    /* 
     * Animation blending
     * ===========================================
@@ -2412,13 +2548,16 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    /* sliding */
    {
-      float desired  = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+      float desired = 0.0f;
+      if( s->state.activity == k_skate_activity_ground )
+         desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
       s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
    }
    
    /* movement information */
    {
-      int iair = s->state.activity == k_skate_activity_air;
+      int iair = s->state.activity <= k_skate_activity_air_to_grind;
 
       float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
             dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
@@ -2427,7 +2566,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       s->blend_z     = vg_lerpf( s->blend_z,      dirz,  2.4f*vg.time_delta );
       s->blend_x     = vg_lerpf( s->blend_x,      dirx,  0.6f*vg.time_delta );
-      s->blend_fly   = vg_lerpf( s->blend_fly,    fly,   2.4f*vg.time_delta );
+      s->blend_fly   = vg_lerpf( s->blend_fly,    fly,   3.4f*vg.time_delta );
       s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
    }
 
@@ -2494,7 +2633,12 @@ VG_STATIC void player__skate_animate( player_instance *player,
    mdl_keyframe air_pose[32];
    {
       float target = -player->input_js1h->axis.value;
+
+#if 1
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+#else
+      s->blend_airdir = 0.0f;
+#endif
       
       float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
@@ -2530,16 +2674,41 @@ VG_STATIC void player__skate_animate( player_instance *player,
                          av->id_ik_elbow_l,
                          av->id_ik_elbow_r };
 
-      for( int i=0; i<vg_list_size(apply_to); i ++ )
-      {
+      float apply_rates[] = { 1.0f,
+                              0.75f,
+                              0.75f,
+                              0.75f,
+                              0.75f };
+
+      for( int i=0; i<vg_list_size(apply_to); i ++ ){
          dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
          dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
-
       /* angle correction */
-      if( v3_length2( s->state.up_dir ) > 0.001f )
-      {
+      if( v3_length2( s->state.up_dir ) > 0.001f ){
+
+         if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+             v4_length(s->state.smoothed_rotation) >= 1.1f ){
+            vg_warn( "FIX THIS! CARROT\n" );
+            v4_copy( player->rb.q, s->state.smoothed_rotation );
+         }
+         v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+                  s->state.smoothed_rotation );
+         q_normalize( s->state.smoothed_rotation );
+
+         v3f yaw_ref    = {1.0f,0.0f,0.0f}, 
+             yaw_smooth = {1.0f,0.0f,0.0f};
+         q_mulv( player->rb.q, yaw_ref, yaw_ref );
+         q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+         m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+         m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+
+         float yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
+               yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
+               yaw_counter_rotate  = acosf( yaw_counter_rotate );
+               yaw_counter_rotate *= 1.0f-s->blend_fly;
+
          v3f ndir;
          m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
          v3_normalize( ndir );
@@ -2550,23 +2719,30 @@ VG_STATIC void player__skate_animate( player_instance *player,
          a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
 
          v3f axis;
-         v4f q;
+         v4f qfixup, qcounteryaw, qtotal;
          
          v3_cross( up, ndir, axis );
-         q_axis_angle( q, axis, a );
+         q_axis_angle( qfixup, axis, a );
+
+         q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+         q_mul( qcounteryaw, qfixup, qtotal );
+         q_normalize( qtotal );
 
          mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-         
-         for( int i=0; i<vg_list_size(apply_to); i ++ )
-         {
+         v3f origin;
+         v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+
+         for( int i=0; i<vg_list_size(apply_to); i ++ ){
             mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
 
-            v3f v0;
-            v3_sub( kf->co, kf_hip->co, v0 );
-            q_mulv( q, v0, v0 );
-            v3_add( v0, kf_hip->co, kf->co );
+            v3f v0, co;
+            v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
+            v3_sub( co, origin, v0 );
+            q_mulv( qtotal, v0, v0 );
+            v3_add( v0, origin, co );
+            v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
 
-            q_mul( q, kf->q, kf->q );
+            q_mul( qtotal, kf->q, kf->q );
             q_normalize( kf->q );
          }
 
@@ -2583,6 +2759,9 @@ VG_STATIC void player__skate_animate( player_instance *player,
       mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
                    *kf_foot_l   = &dest->pose[av->id_ik_foot_l-1],
                    *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
+                   *kf_knee_l   = &dest->pose[av->id_ik_knee_l-1],
+                   *kf_knee_r   = &dest->pose[av->id_ik_knee_r-1],
+                   *kf_hip      = &dest->pose[av->id_hip-1],
                    *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
                                     &dest->pose[av->id_wheel_l-1] };
 
@@ -2608,27 +2787,46 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3f euler;
       v3_muls( s->state.trick_euler, VG_TAUf, euler );
 
+      float jump_t = vg.time-s->state.jump_time;
+
+      float k=10.0f;
+      float h = k*jump_t;
+      float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+
       q_axis_angle( qyaw,   (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
-      q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+      q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
       q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, euler[2] );
 
-      q_mul( qpitch, qroll, qtrick );
-      q_mul( qyaw, qtrick, qtrick );
+      q_mul( qyaw, qroll, qtrick );
+      q_mul( qpitch, qtrick, qtrick );
       q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
 
+
       /* foot weight distribution */
-      if( s->blend_weight > 0.0f )
-      {
+      if( s->blend_weight > 0.0f ){
          kf_foot_l->co[2] += s->blend_weight * 0.2f;
          kf_foot_r->co[2] += s->blend_weight * 0.1f;
       }
-      else
-      {
+      else{
          kf_foot_r->co[2] += s->blend_weight * 0.3f;
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
 
+      kf_foot_l->co[1] += s->state.slap;
+      kf_foot_r->co[1] += s->state.slap;
+      kf_knee_l->co[1] += s->state.slap;
+      kf_knee_r->co[1] += s->state.slap;
+      kf_board->co[1] += s->state.slap;
+      kf_hip->co[1] += s->state.slap * 0.25f;
+
+      /* 
+       * animation wishlist:
+       *    boardslide/grind jump animations
+       *    when tricking the slap should not appply or less apply
+       *    not animations however DONT target grinds that are vertically down.
+       */
+
       /* truck rotation */
       for( int i=0; i<2; i++ )
       {
@@ -2649,7 +2847,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
 
    v4f qflip;
-   if( (s->state.activity == k_skate_activity_air) &&
+   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
        (fabsf(s->state.flip_rate) > 0.01f) )
    {
       float t     = s->state.flip_time;
@@ -2696,7 +2894,7 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity == k_skate_activity_air )
+   if( s->state.activity <= k_skate_activity_air_to_grind )
       s->blend_fly = 1.0f;
    else
       s->blend_fly = 0.0f;