some audio things
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index e9aeaa747b3bcf7473a9942f4a2522a0f3684205..5350b2eff84e185e0b8845e78e0d40de0d9c0861 100644 (file)
@@ -35,8 +35,10 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
                                     m4x3f mtx, rb_sphere *sphere,
                                     rb_ct *man )
 {
+   world_instance *world = get_active_world();
+
    int len = 0;
-   len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
+   len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
 
    for( int i=0; i<len; i++ )
    {
@@ -66,9 +68,12 @@ struct grind_info
    v3f co, dir, n;
 };
 
-VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
+VG_STATIC int skate_grind_scansq( player_instance *player,
+                                  v3f pos, v3f dir, float r,
                                   struct grind_info *inf )
 {
+   world_instance *world = get_active_world();
+
    v4f plane;
    v3_copy( dir, plane );
    v3_normalize( plane );
@@ -96,16 +101,20 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
        support_max;
 
    v3f support_axis;
-   v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
+   v3_cross( plane, player->basis[1], support_axis );
    v3_normalize( support_axis );
    
-   while( bh_next( world.geo_bh, &it, box, &idx ) )
+   while( bh_next( world->geo_bh, &it, box, &idx ) )
    {
-      u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
       v3f tri[3];
 
+      struct world_material *mat = world_tri_index_material(world,ptri[0]);
+      if( !(mat->info.flags & k_material_flag_skate_surface) )
+         continue;
+
       for( int j=0; j<3; j++ )
-         v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
 
       for( int j=0; j<3; j++ )
       {
@@ -128,9 +137,9 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
             v3_cross( va, vb, normal );
 
             sample->normal[0] = v3_dot( support_axis, normal );
-            sample->normal[1] = normal[1];
+            sample->normal[1] = v3_dot( player->basis[1], normal );
             sample->co[0]     = v3_dot( support_axis, d );
-            sample->co[1]     = d[1];
+            sample->co[1]     = v3_dot( player->basis[1], d );
 
             v3_copy( normal, sample->normal3 ); /* normalize later
                                                    if we want to us it */
@@ -207,7 +216,10 @@ too_many_samples:
          v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
          v3_add( average_direction, dir, average_direction );
 
-         if( si->normal3[1] > sj->normal3[1] )
+         float yi = v3_dot( player->basis[1], si->normal3 ),
+               yj = v3_dot( player->basis[1], sj->normal3 );
+
+         if( yi > yj )
             v3_add( si->normal3, average_normal, average_normal );
          else
             v3_add( sj->normal3, average_normal, average_normal );
@@ -252,24 +264,28 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
    v3f v0;
    v3_sub( target, player->rb.co, v0 );
+   m3x3_mulv( player->invbasis, v0, v0 );
 
    v3f ax;
    v3_copy( v0, ax );
    ax[1] = 0.0f;
    v3_normalize( ax );
 
-   v2f d = { v3_dot( v0, ax ), v0[1] },
-       v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
+   v3f v_local;
+   m3x3_mulv( player->invbasis, player->rb.v, v_local );
+
+   v2f d = { v3_dot( ax, v0 ),           v0[1] },
+       v = { v3_dot( ax, player->rb.v ), v_local[1] };
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
-         root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+         root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
 
    if( root > 0.0f )
    {
       root = sqrtf( root );
-      float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ),
-            a1 = atanf( (m*m - root) / (k_gravity * d[0]) );
+      float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
+            a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
 
       if( fabsf(a0-a) > fabsf(a1-a) )
          a0 = a1;
@@ -286,6 +302,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
       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);
 
       /* add a trace */
@@ -295,7 +313,7 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
          v3f p0;
          v3_muls( p->v, t, p0 );
-         p0[1] += -0.5f * k_gravity * t*t;
+         v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
 
          v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
       }
@@ -309,6 +327,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 {
+   world_instance *world = get_active_world();
+
    struct player_skate *s = &player->_skate;
    float k_trace_delta = k_rb_delta * 10.0f;
 
@@ -323,13 +343,14 @@ void player__approximate_best_trajectory( player_instance *player )
    v3_normalize( axis );
 
    /* at high slopes, Y component is low */
-   float angle_begin = -(1.0f-fabsf( player->rb.to_world[1][1] )),
+   float upness      = v3_dot( player->rb.to_world[1], player->basis[1] ),
+         angle_begin = -(1.0f-fabsf( upness )),
          angle_end   =   1.0f;
 
    struct grind_info grind;
    int grind_located = 0;
 
-   for( int m=0;m<=15; m++ )
+   for( int m=0;m<=30; m++ )
    {
       struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
 
@@ -343,12 +364,24 @@ void player__approximate_best_trajectory( player_instance *player )
       v3_copy( player->rb.v,  launch_v );
       v3_copy( launch_co, co0 );
 
-      float vt  = (float)m * (1.0f/15.0f),
+      float vt  = (float)m * (1.0f/30.0f),
             ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
 
       v4f qbias;
       q_axis_angle( qbias, axis, ang );
       q_mulv( qbias, launch_v, launch_v );
+
+      float yaw_sketch = 1.0f-fabsf(upness);
+
+      float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
+      q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
+      q_mulv( qbias, launch_v, launch_v );
+
+
+      float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
+            gravity      = k_gravity * gravity_bias;
+      p->gravity = gravity;
+
       v3_copy( launch_v, p->v );
 
       for( int i=1; i<=50; i++ )
@@ -356,29 +389,33 @@ void player__approximate_best_trajectory( player_instance *player )
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
-         co1[1] += -0.5f * k_gravity * t*t;
+         v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
          v3_add( launch_co, co1, co1 );
 
-         if( !grind_located && (launch_v[1] - k_gravity*t < 0.0f) )
+         float launch_vy = v3_dot( launch_v,player->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 );
-               ve[1] -= k_gravity * t;
+               v3_muladds( ve, player->basis[1], -gravity * t, ve );
 
-               if( skate_grind_scansq( closest, ve, 0.5f, &grind ) )
+               if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
                {
-                  v2f v0 = { ve[0], ve[2] },
-                      v1 = { grind.dir[0], grind.dir[2] };
+                  /* 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] ) };
 
                   v2_normalize( v0 );
                   v2_normalize( v1 );
 
                   float a = v2_dot( v0, v1 );
 
-                  if( a >= cosf( VG_PIf * 0.125f ) )
+                  if( a >= cosf( VG_PIf * 0.185f ) )
                   {
                      grind_located = 1;
                   }
@@ -389,7 +426,7 @@ void player__approximate_best_trajectory( player_instance *player )
          float t1;
          v3f n;
 
-         int idx = spherecast_world( co0, co1, k_board_radius, &t1, n );
+         int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
          if( idx != -1 )
          {
             v3f co;
@@ -401,10 +438,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
             v3f ve;
             v3_copy( launch_v, ve );
-            ve[1] -= k_gravity * t;
+            v3_muladds( ve, player->basis[1], -gravity * t, ve );
 
             struct grind_info replace_grind;
-            if( skate_grind_scansq( co, ve, 0.3f, &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;
@@ -413,8 +450,9 @@ void player__approximate_best_trajectory( player_instance *player )
             p->score = -v3_dot( ve, p->n );
             p->land_dist = t + k_trace_delta * t1;
 
-            u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
-            struct world_material *mat = world_tri_index_material( vert_index );
+            u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
+            struct world_material *mat = 
+               world_tri_index_material( world, vert_index );
             
             /* Bias prediction towords ramps */
             if( !(mat->info.flags & k_material_flag_skate_surface) )
@@ -422,8 +460,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
             break;
          }
+         
+         if( i % 3 == 0 )
+            v3_copy( co1, p->log[ p->log_length ++ ] ); 
 
-         v3_copy( co1, p->log[ p->log_length ++ ] ); 
          v3_copy( co1, co0 );
       }
 
@@ -431,12 +471,11 @@ void player__approximate_best_trajectory( player_instance *player )
          s->prediction_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;
 
       if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) )
       {
@@ -445,7 +484,7 @@ void player__approximate_best_trajectory( player_instance *player )
          /* determine score */
          v3f ve;
          v3_copy( p->v, ve );
-         ve[1] -= k_gravity * p->land_dist;
+         v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
          p->score = -v3_dot( ve, grind.n ) * 0.85f;
 
          s->prediction_count ++;
@@ -498,6 +537,7 @@ void player__approximate_best_trajectory( player_instance *player )
       v2f steer = { player->input_js1h->axis.value,
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
+      s->state.gravity_bias = best->gravity;
 
       if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) )
       {
@@ -514,7 +554,7 @@ void player__approximate_best_trajectory( player_instance *player )
    }
    else
    {
-      v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );
+      v3_copy( player->basis[1], s->land_normal );
    }
 }
 
@@ -547,7 +587,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    v2f steer = { player->input_js1h->axis.value,
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
-   s->land_dist = 1.0f;
 }
 
 VG_STATIC int player_skate_trick_input( player_instance *player );
@@ -793,7 +832,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       v3f jumpdir;
       
       /* Launch more up if alignment is up else improve velocity */
-      float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
+      float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
@@ -812,7 +851,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       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;
@@ -837,6 +876,12 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
+   if( s->state.activity != k_skate_activity_ground )
+   {
+      v3_zero( s->state.throw_v );
+      return;
+   }
+
    /* Throw / collect routine 
     *
     * TODO: Max speed boost
@@ -906,7 +951,9 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
 
    /* Apply forces & intergrate */
    v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
-   s->state.cog_v[1] += -9.8f * k_rb_delta;
+   v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
+               s->state.cog_v );
+
    v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
 }
 
@@ -1046,6 +1093,7 @@ int skate_compute_surface_alignment( player_instance *player,
                                      v3f surface_normal, v3f axel_dir )
 {
    struct player_skate *s = &player->_skate;
+   world_instance *world = get_active_world();
 
    v3f truck, left, right;
    m4x3_mulv( player->rb.to_world, ra, truck );
@@ -1070,7 +1118,7 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
       ray_l.dist = 2.1f * k_board_radius;
 
-      res_l = ray_world( left, dir, &ray_l );
+      res_l = ray_world( world, left, dir, &ray_l );
 
       if( res_l )
          break;
@@ -1083,7 +1131,7 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_muladds( right, player->rb.to_world[1],  k_board_radius,   right );
       ray_r.dist = 2.1f * k_board_radius;
 
-      res_r = ray_world( right, dir, &ray_r );
+      res_r = ray_world( world, right, dir, &ray_r );
 
       if( res_r )
          break;
@@ -1121,15 +1169,15 @@ int skate_compute_surface_alignment( player_instance *player,
    {
       /* fallback: use the closes point to the trucks */
       v3f closest;
-      int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f );
+      int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
 
       if( idx != -1 )
       {
-         u32 *tri = &world.scene_geo->arrindices[ idx * 3 ];
+         u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
          v3f verts[3];
 
          for( int j=0; j<3; j++ )
-            v3_copy( world.scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+            v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
 
          v3f vert0, vert1, n;
          v3_sub( verts[1], verts[0], vert0 );
@@ -1189,9 +1237,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
       {
          if( reverse_dir != s->state.manual_direction )
          {
-#if 0
-            player__dead_transition( player );
-#endif
             return;
          }
       }
@@ -1206,7 +1251,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    /* TODO: Fall back on land normal */
    /* TODO: Lerp weight distribution */
-   /* TODO: Can start manual only if not charge jump */
    if( s->state.manual_direction )
    {
       v3f plane_z;
@@ -1257,10 +1301,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
    }
    else
    {
-      /* FIXME UNDEFINED! */
-      vg_warn( "Undefined up target!\n" );
-
-      v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f},
+      v3_lerp( s->state.up_dir, player->basis[1],
                12.0f * s->substep_delta, s->state.up_dir );
    }
 }
@@ -1275,7 +1316,7 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target )
    v3_muls( dir, 1.0f/ray.dist, dir );
    ray.dist -= 0.025f;
 
-   if( ray_world( origin, dir, &ray ) )
+   if( ray_world( get_active_world(), origin, dir, &ray ) )
       return 0;
 
    return 1;
@@ -1364,8 +1405,6 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    v3_normalize( fwd );
 
 
-
-
    float way = player->input_js1v->axis.value *
                   vg_signf( v3_dot( raw_nplane, player->rb.v ) );
 
@@ -1410,8 +1449,13 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
    v3_normalize( inf_avg.dir );
 
-   /* FIXME */
-   v3_copy( (v3f){0.0f,1.0f,0.0f}, inf_avg.n );
+   v3f axis_front, axis_back, axis;
+   v3_cross( inf_front->dir, inf_front->n, axis_front );
+   v3_cross( inf_back->dir,  inf_back->n,  axis_back  );
+   v3_add( axis_front, axis_back, axis );
+   v3_normalize( axis );
+
+   v3_cross( axis, inf_avg.dir, inf_avg.n );
    
    skate_grind_decay( player, &inf_avg, 1.0f );
 
@@ -1483,7 +1527,7 @@ VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
    m4x3_mulv( player->rb.to_world, grind_co, grind_co );
 
    /* Exit condition: lost grind tracking */
-   if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, inf ) )
+   if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
       return 0;
 
    /* Exit condition: cant see grind target directly */
@@ -1516,7 +1560,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
    m3x3_mulv( player->rb.to_world, ra, raw );
    v3_add( player->rb.co, raw, wsp );
 
-   if( skate_grind_scansq( wsp, player->rb.v, 0.3, inf ) )
+   if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
    {
       if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
          return 0;
@@ -1613,7 +1657,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player,
 {
    struct player_skate *s = &player->_skate;
 
-   if( skate_grind_scansq( player->rb.co, 
+   if( skate_grind_scansq( player, player->rb.co, 
                            player->rb.to_world[0], k_board_length,
                            inf ) )
    {
@@ -1640,7 +1684,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player,
 {
    struct player_skate *s = &player->_skate;
 
-   if( !skate_grind_scansq( player->rb.co, 
+   if( !skate_grind_scansq( player, player->rb.co, 
                             player->rb.to_world[0], k_board_length,
                             inf ) )
       return 0;
@@ -1782,6 +1826,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 VG_STATIC void player__skate_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
+   world_instance *world = get_active_world();
+
    v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
 
@@ -1839,27 +1885,31 @@ VG_STATIC void player__skate_update( player_instance *player )
    for( int i=0; i<2; i++ )
    {
       v3f normal, axel;
+      v3_copy( player->rb.to_world[0], axel );
+
       if( skate_compute_surface_alignment( player, wheels[i].pos, 
                                            wheels[i].colour, normal, axel ) )
       {
          rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
                                           axel,
-                                          k_board_spring, k_board_dampener,
+                                          k_surface_spring, k_surface_dampener,
                                           s->substep_delta );
 
          v3_add( normal, s->surface_picture, s->surface_picture );
          contact_count ++;
       }
+
+      m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
    if( contact_count )
    {
       s->state.activity = k_skate_activity_ground;
+      s->state.gravity_bias = k_gravity;
       v3_normalize( s->surface_picture );
 
       skate_apply_friction_model( player );
       skate_weight_distribute( player );
-      skate_apply_pump_model( player );
    }
    else
    {
@@ -1887,6 +1937,7 @@ grinding:;
    skate_apply_jump_model( player );
    skate_apply_grab_model( player );
    skate_apply_trick_model( player );
+   skate_apply_pump_model( player );
 
 begin_collision:;
 
@@ -1945,7 +1996,7 @@ begin_collision:;
       v3f n;
 
       float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
-      if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
+      if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
          max_time = vg_minf( max_time, t * s->substep );
    }
 
@@ -1977,7 +2028,8 @@ begin_collision:;
    }
 
    rb_update_transform( &player->rb );
-   player->rb.v[1] += -k_gravity * s->substep_delta;
+   v3_muladds( player->rb.v, player->basis[1],
+               -s->state.gravity_bias * s->substep_delta, player->rb.v );
 
    s->substep -= s->substep_delta;
 
@@ -1993,7 +2045,7 @@ begin_collision:;
    float t;
    v3f n;
    if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
-       (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
+       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
    {
       v3_lerp( start_co, player->rb.co, t, player->rb.co );
       rb_update_transform( &player->rb );
@@ -2039,7 +2091,7 @@ begin_collision:;
 
    rb_ct *cman = &manifold[manifold_len];
 
-   int l = rb_capsule__scene( mtx, &capsule, NULL, &world.rb_geo.inf.scene,
+   int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
                               cman );
 
    /* weld joints */
@@ -2173,11 +2225,12 @@ begin_collision:;
    }
 
    skate_integrate( player );
-   vg_line_pt3( s->state.cog, 0.02f,  VG__WHITE );
+   vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
 
-   teleport_gate *gate;
-   if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+   struct gate_hit hit;
+   if( world_intersect_gates(world, player->rb.co, s->state.prev_pos, &hit) )
    {
+      teleport_gate *gate = hit.gate;
       m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
       m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
       m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
@@ -2185,6 +2238,7 @@ begin_collision:;
       m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
       m3x3_mulv( gate->transport, s->state.head_position,
                                   s->state.head_position );
+      m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
 
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
@@ -2192,15 +2246,13 @@ begin_collision:;
       rb_update_transform( &player->rb );
 
       s->state_gate_storage = s->state;
-      player__pass_gate( player, gate );
+      player__pass_gate( player, &hit );
    }
 }
 
 VG_STATIC void player__skate_im_gui( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-
-   /* FIXME: Compression */
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
                                                 player->rb.v[1],
                                                 player->rb.v[2] );
@@ -2419,8 +2471,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
 
 
-
-
       /* angle correction */
       if( v3_length2( s->state.up_dir ) > 0.001f )
       {
@@ -2464,15 +2514,15 @@ 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];
-
+      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_wheels[] = { &dest->pose[av->id_wheel_r-1],
+                                    &dest->pose[av->id_wheel_l-1] };
 
       v4f qtotal;
       v4f qtrickr, qyawr, qpitchr, qrollr;
       v3f eulerr;
-      
 
       v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
 
@@ -2512,6 +2562,18 @@ VG_STATIC void player__skate_animate( player_instance *player,
          kf_foot_r->co[2] += s->blend_weight * 0.3f;
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
+
+      /* truck rotation */
+      for( int i=0; i<2; i++ )
+      {
+         float a = vg_minf( s->truckv0[i][0], 1.0f );
+         a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+
+         v4f q;
+         q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
+         q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
+         q_normalize( kf_wheels[i]->q );
+      }
    }
 
    /* transform */
@@ -2519,24 +2581,18 @@ VG_STATIC void player__skate_animate( player_instance *player,
    v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
 
    float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
-#if 0
-   v4f qresy, qresx, qresidual;
-   m3x3f mtx_residual;
-   q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
-   q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
-
-   q_mul( qresy, qresx, qresidual );
-   q_normalize( qresidual );
-   q_mul( dest->root_q, qresidual, dest->root_q );
-   q_normalize( dest->root_q );
-#endif
 
    v4f qflip;
    if( (s->state.activity == k_skate_activity_air) &&
        (fabsf(s->state.flip_rate) > 0.01f) )
    {
-      float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta,
-            angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+      float t     = s->state.flip_time;
+            sign  = vg_signf( t );
+
+      t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+      t  = sign * (1.0f-t*t);
+
+      float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
             distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
             blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
 
@@ -2564,7 +2620,7 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
 
    player->cam_velocity_influence = 1.0f;
 
-   v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */
+   v3f head = { 0.0f, 1.8f, 0.0f };
    m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
    m4x3_mulv( player->rb.to_local, s->state.head_position, 
                                    s->state.head_position );