now fall in immobile mode
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 8598f20d7a1c85943b028529c58f2ba37afec053..7da738ef6419013c0bff9dc460d94abc9bb62d47 100644 (file)
@@ -59,18 +59,17 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
    world_instance *world = world_current_instance();
 
    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,
+                           k_material_flag_walking );
 
-   for( int i=0; i<len; i++ )
-   {
+   for( int i=0; i<len; i++ ){
       man[i].rba = &player->rb;
       man[i].rbb = NULL;
    }
 
    rb_manifold_filter_coplanar( man, len, 0.03f );
 
-   if( len > 1 )
-   {
+   if( len > 1 ){
       rb_manifold_filter_backface( man, len );
       rb_manifold_filter_joint_edges( man, len, 0.03f );
       rb_manifold_filter_pairs( man, len, 0.03f );
@@ -476,7 +475,7 @@ void player__approximate_best_trajectory( player_instance *player )
                float a = v2_dot( v0, v1 );
 
                float a_min = cosf( VG_PIf * 0.185f );
-               if( s->grind_cooldown )
+               if( s->state.grind_cooldown )
                   a_min = cosf( VG_PIf * 0.05f );
 
                /* check speed */
@@ -499,8 +498,8 @@ void player__approximate_best_trajectory( player_instance *player )
                m4x3_mulv( gate->transport, launch_co, launch_co );
                m3x3_mul( gate->transport, basis, basis );
 
-               if( gate->type == k_gate_type_nonlocel ){
-                  trace_world = &world_static.worlds[ gate->target ];
+               if( gate->flags & k_ent_gate_nonlocal ){
+                  trace_world = &world_static.instances[ gate->target ];
                }
             }
          }
@@ -511,7 +510,8 @@ void player__approximate_best_trajectory( player_instance *player )
          float scan_radius = k_board_radius;
                scan_radius *= vg_clampf( t, 0.02f, 1.0f );
 
-         int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
+         int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
+                                     k_material_flag_walking );
          if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
@@ -598,7 +598,8 @@ void player__approximate_best_trajectory( player_instance *player )
             v3f n;
 
             int idx = spherecast_world( world0, co0,co1,
-                                        k_board_radius*0.1f, &t1, n);
+                                        k_board_radius*0.1f, &t1, n, 
+                                        k_material_flag_walking );
             if( idx != -1 ){
                goto invalidated_grind;
             }
@@ -657,9 +658,9 @@ invalidated_grind:;
    }
 
    if( best ){
-      v3_copy( best->n, s->land_normal );
+      v3_copy( best->n, s->state.land_normal );
       v3_copy( best->v, player->rb.v );
-      s->land_dist = best->land_dist;
+      s->state.land_dist = best->land_dist;
 
       s->state.gravity_bias = best->gravity;
 
@@ -671,8 +672,8 @@ invalidated_grind:;
       joystick_state( k_srjoystick_steer, steer );
       v2_normalize_clamp( steer );
 
-      if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
-         s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+      if( (fabsf(steer[1]) > 0.5f) && (s->state.land_dist >= 1.5f) ){
+         s->state.flip_rate = (1.0f/s->state.land_dist) * vg_signf(steer[1]) *
                                  s->state.reverse ;
          s->state.flip_time = 0.0f;
          v3_copy( player->rb.to_world[0], s->state.flip_axis );
@@ -683,7 +684,7 @@ invalidated_grind:;
       }
    }
    else{
-      v3_copy( player->basis[1], s->land_normal );
+      v3_copy( player->basis[1], s->state.land_normal );
    }
 }
 
@@ -703,10 +704,10 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    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 );
+   float angle = v3_dot( player->rb.to_world[1], s->state.land_normal );
    angle = vg_clampf( angle, -1.0f, 1.0f );
    v3f axis; 
-   v3_cross( player->rb.to_world[1], s->land_normal, axis );
+   v3_cross( player->rb.to_world[1], s->state.land_normal, axis );
 
    v4f correction;
    q_axis_angle( correction, axis, 
@@ -714,7 +715,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    q_mul( correction, player->rb.q, player->rb.q );
 }
 
-VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player );
 VG_STATIC void skate_apply_trick_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
@@ -722,15 +723,15 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3f Fd, Fs, F;
    v3f strength = { 3.7f, 3.6f, 8.0f };
 
-   v3_muls( s->board_trick_residualv, -4.0f , Fd );
-   v3_muls( s->board_trick_residuald, -10.0f, Fs );
+   v3_muls( s->state.trick_residualv, -4.0f , Fd );
+   v3_muls( s->state.trick_residuald, -10.0f, Fs );
    v3_add( Fd, Fs, F );
    v3_mul( strength, F, F );
 
-   v3_muladds( s->board_trick_residualv, F, k_rb_delta, 
-               s->board_trick_residualv );
-   v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
-               k_rb_delta, s->board_trick_residuald );
+   v3_muladds( s->state.trick_residualv, F, k_rb_delta, 
+               s->state.trick_residualv );
+   v3_muladds( s->state.trick_residuald, s->state.trick_residualv,
+               k_rb_delta, s->state.trick_residuald );
 
    if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
@@ -763,7 +764,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
          s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
          s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
          s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
-         v3_copy( s->state.trick_vel, s->board_trick_residualv );
+         v3_copy( s->state.trick_vel, s->state.trick_residualv );
          v3_zero( s->state.trick_vel );
       }
 
@@ -961,7 +962,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          v3_normalize( jumpdir );
       }else{
          v3_copy( s->state.up_dir, jumpdir );
-         s->grind_cooldown = 30;
+         s->state.grind_cooldown = 30;
          s->state.activity = k_skate_activity_ground;
 
          v2f steer;
@@ -974,7 +975,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          q_axis_angle( qtilt, s->grind_dir, tilt );
          q_mulv( qtilt, jumpdir, jumpdir );
       }
-      s->surface_cooldown = 10;
+      s->state.surface_cooldown = 10;
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
@@ -1096,68 +1097,55 @@ VG_STATIC void skate_integrate( player_instance *player )
    rb_update_transform( &player->rb );
 }
 
-/*
- * 1 2 or 3
- */
-
-VG_STATIC void skate_copy_holdout( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
-   skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
-}
-
-VG_STATIC int player_skate_trick_input( player_instance *player )
-{
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ){
    return (button_press( k_srbind_trick0 )     ) |
           (button_press( k_srbind_trick1 ) << 1) |
           (button_press( k_srbind_trick2 ) << 1) |
           (button_press( k_srbind_trick2 )     );
 }
 
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
+VG_STATIC void player__skate_pre_update( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
    if( button_down( k_srbind_use ) ){
       player->subsystem = k_player_subsystem_walk;
 
       v3f angles;
-      v3_copy( player->cam.angles, angles );
-      angles[2] = 0.0f;
+      v3_copy( player->cam.angles, player->angles );
+      player->angles[2] = 0.0f;
 
-      skate_copy_holdout( player );
-      player->holdout_time = 0.34f;
+      player__begin_holdout( player );
       player__skate_kill_audio( player );
-      player__walk_transition( player, angles );
+      player__walk_transition( player );
       return;
    }
 
-   int trick_id; 
-   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 ){
-         v3_zero( s->state.trick_vel );
-         s->state.trick_time = 0.0f;
-
-         if( trick_id == 1 ){
-            s->state.trick_vel[0] = 3.0f;
-         }
-         else if( trick_id == 2 ){
-            s->state.trick_vel[2] = 3.0f;
-         }
-         else if( trick_id == 3 ){
-            s->state.trick_vel[0] = 2.0f;
-            s->state.trick_vel[2] = 2.0f;
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
+      enum trick_type trick = k_trick_type_none;
+      if( (trick = player_skate_trick_input( player )) ){
+         if( (vg.time - s->state.jump_time) < 0.1f ){
+            v3_zero( s->state.trick_vel );
+            s->state.trick_time = 0.0f;
+
+            if( trick == k_trick_type_kickflip ){
+               s->state.trick_vel[0] = 3.0f;
+            }
+            else if( trick == k_trick_type_shuvit ){
+               s->state.trick_vel[2] = 3.0f;
+            }
+            else if( trick == k_trick_type_treflip ){
+               s->state.trick_vel[0] = 2.0f;
+               s->state.trick_vel[2] = 2.0f;
+            }
+            s->state.trick_type = trick;
          }
       }
    }
+   else
+      s->state.trick_type = k_trick_type_none;
 }
 
-VG_STATIC void player__skate_post_update( player_instance *player )
-{
+VG_STATIC void player__skate_post_update( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
    for( int i=0; i<s->possible_jump_count; i++ ){
@@ -1194,7 +1182,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       slide = 0.0f;
    }
 
-   f32 gate        = 1.0f-menu.factive,
+   f32 gate        = skaterift.time_rate,
        vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
        vol_air     = sqrtf(       air *attn * 0.5f )              * gate,
        vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * gate;
@@ -1319,8 +1307,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 VG_STATIC 
 int skate_compute_surface_alignment( player_instance *player,
                                      v3f ra, u32 colour,
-                                     v3f surface_normal, v3f axel_dir )
-{
+                                     v3f surface_normal, v3f axel_dir ){
    struct player_skate *s = &player->_skate;
    world_instance *world = world_current_instance();
 
@@ -1340,27 +1327,25 @@ int skate_compute_surface_alignment( player_instance *player,
 
    int res_l = 0, res_r = 0;
 
-   for( int i=0; i<8; i++ )
-   {
+   for( int i=0; i<8; i++ ){
       float t = 1.0f - (float)i * (1.0f/8.0f);
       v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
       v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
       ray_l.dist = 2.1f * k_board_radius;
 
-      res_l = ray_world( world, left, dir, &ray_l );
+      res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
 
       if( res_l )
          break;
    }
 
-   for( int i=0; i<8; i++ )
-   {
+   for( int i=0; i<8; i++ ){
       float t = 1.0f - (float)i * (1.0f/8.0f);
       v3_muladds( truck, player->rb.to_world[0],  k_board_radius*t, right );
       v3_muladds( right, player->rb.to_world[1],  k_board_radius,   right );
       ray_r.dist = 2.1f * k_board_radius;
 
-      res_r = ray_world( world, right, dir, &ray_r );
+      res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
 
       if( res_r )
          break;
@@ -1372,20 +1357,17 @@ int skate_compute_surface_alignment( player_instance *player,
    v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
    v3_zero( tangent_average );
 
-   if( res_l || res_r )
-   {
+   if( res_l || res_r ){
       v3f p0, p1, t;
       v3_copy( midpoint, p0 );
       v3_copy( midpoint, p1 );
 
-      if( res_l ) 
-      {
+      if( res_l ){
          v3_copy( ray_l.pos, p0 );
          v3_cross( ray_l.normal, player->rb.to_world[0], t );
          v3_add( t, tangent_average, tangent_average );
       }
-      if( res_r )
-      {
+      if( res_r ){
          v3_copy( ray_r.pos, p1 );
          v3_cross( ray_r.normal, player->rb.to_world[0], t );
          v3_add( t, tangent_average, tangent_average );
@@ -1394,14 +1376,12 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_sub( p1, p0, v0 );
       v3_normalize( v0 );
    }
-   else
-   {
+   else{
       /* fallback: use the closes point to the trucks */
       v3f closest;
       int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
 
-      if( idx != -1 )
-      {
+      if( idx != -1 ){
          u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
          v3f verts[3];
 
@@ -1442,8 +1422,7 @@ int skate_compute_surface_alignment( player_instance *player,
    return 1;
 }
 
-VG_STATIC void skate_weight_distribute( player_instance *player )
-{
+VG_STATIC void skate_weight_distribute( player_instance *player ){
    struct player_skate *s = &player->_skate;
    v3_zero( s->weight_distribution );
 
@@ -1501,8 +1480,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
    }
 }
 
-VG_STATIC void skate_adjust_up_direction( player_instance *player )
-{
+VG_STATIC void skate_adjust_up_direction( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
    if( s->state.activity == k_skate_activity_ground ){
@@ -1525,8 +1503,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
    }
 }
 
-VG_STATIC int skate_point_visible( v3f origin, v3f target )
-{
+VG_STATIC int skate_point_visible( v3f origin, v3f target ){
    v3f dir;
    v3_sub( target, origin, dir );
    
@@ -1535,22 +1512,21 @@ 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( world_current_instance(), origin, dir, &ray ) )
+   if( ray_world( world_current_instance(), origin, dir, &ray, 
+                  k_material_flag_walking ) )
       return 0;
 
    return 1;
 }
 
-VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
-{
+VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
    v3_copy( inf->dir, mtx[0] );
    v3_copy( inf->n, mtx[1] );
    v3_cross( mtx[0], mtx[1], mtx[2] );
 }
 
 VG_STATIC void skate_grind_friction( player_instance *player,
-                                     struct grind_info *inf, float strength )
-{
+                                     struct grind_info *inf, float strength ){
    v3f v2;
    v3_muladds( player->rb.to_world[2], inf->n, 
                -v3_dot( player->rb.to_world[2], inf->n ), v2 );
@@ -1563,8 +1539,7 @@ VG_STATIC void skate_grind_friction( player_instance *player,
 }
 
 VG_STATIC void skate_grind_decay( player_instance *player,
-                                  struct grind_info *inf, float strength )
-{
+                                  struct grind_info *inf, float strength ){
    m3x3f mtx, mtx_inv;
    skate_grind_orient( inf, mtx );
    m3x3_transpose( mtx, mtx_inv );
@@ -1579,8 +1554,7 @@ VG_STATIC void skate_grind_decay( player_instance *player,
 
 VG_STATIC void skate_grind_truck_apply( player_instance *player,
                                         float sign, struct grind_info *inf,
-                                        float strength )
-{
+                                        float strength ){
    struct player_skate *s = &player->_skate;
 
    /* REFACTOR */
@@ -1961,13 +1935,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->grind_cooldown > 100 ){
+   if( s->state.grind_cooldown > 100 ){
       vg_fatal_error( "wth!\n" );
    }
 
    /* debounces this state manager a little bit */
-   if( s->grind_cooldown ){
-      s->grind_cooldown --;
+   if( s->state.grind_cooldown ){
+      s->state.grind_cooldown --;
       return k_skate_activity_undefined;
    }
 
@@ -2057,8 +2031,8 @@ 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->grind_cooldown = 15;
-         s->surface_cooldown = 10;
+         s->state.grind_cooldown = 15;
+         s->state.surface_cooldown = 10;
       }
    }
    else if( new_activity == k_skate_activity_grind_boardslide ){
@@ -2202,8 +2176,8 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
-   if( s->surface_cooldown ){
-      s->surface_cooldown --;
+   if( s->state.surface_cooldown ){
+      s->state.surface_cooldown --;
       contact_count = 0;
    }
 
@@ -2310,7 +2284,8 @@ begin_collision:;
       v3f n;
 
       float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
-      if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
+      if( spherecast_world( world, current, future, cast_radius, &t, n,
+                            k_material_flag_walking ) != -1)
          max_time = vg_minf( max_time, t * s->substep );
    }
 
@@ -2357,7 +2332,8 @@ begin_collision:;
    float t;
    v3f n;
    if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
-       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
+       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
+                          k_material_flag_walking ) != -1) )
    {
       v3_lerp( start_co, player->rb.co, t, player->rb.co );
       rb_update_transform( &player->rb );
@@ -2404,7 +2380,7 @@ begin_collision:;
    rb_ct *cman = &manifold[manifold_len];
 
    int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
-                              cman );
+                              cman, k_material_flag_walking );
 
    /* weld joints */
    for( int i=0; i<l; i ++ )
@@ -2536,7 +2512,7 @@ begin_collision:;
       }
 
       f32 amt = k_cam_punch;
-      if( player->camera_mode == k_cam_firstperson ){
+      if( player->cam_control.camera_mode == k_cam_firstperson ){
          amt *= 0.25f;
       }
 
@@ -2585,8 +2561,6 @@ begin_collision:;
       q_mul( transport_rotation, s->state.smoothed_rotation,
                                  s->state.smoothed_rotation );
       rb_update_transform( &player->rb );
-
-      s->state_gate_storage = s->state;
       player__pass_gate( player, gate );
    }
 
@@ -2670,19 +2644,16 @@ VG_STATIC void player__skate_im_gui( player_instance *player ){
                            s->state.trick_euler[2] );
 }
 
-VG_STATIC void player__skate_animate( player_instance *player,
-                                      player_animation *dest )
-{
+VG_STATIC void player__skate_animate( player_instance *player ){
    struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
+   struct player_skate_state *state = &player->_skate.state;
+   struct player_skate_animator *animator = &s->animator;
 
    /* Head */
    float kheight = 2.0f,
          kleg = 0.6f;
 
-   v3f offset;
-   v3_zero( offset );
+   v3_zero( animator->offset );
 
    v3f cog_local, cog_ideal;
    m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
@@ -2691,30 +2662,35 @@ VG_STATIC void player__skate_animate( player_instance *player,
    v3_normalize( cog_ideal );
    m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
 
-   v3_sub( cog_ideal, cog_local, offset );
-
+   v3_sub( cog_ideal, cog_local, animator->offset );
 
-   v3_muls( offset, 4.0f, offset );
-   offset[1] *= -1.0f;
+   v3_muls( animator->offset, 4.0f, animator->offset );
+   animator->offset[1] *= -1.0f;
 
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
          kicks     = (vg_randf64()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
-   s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
-   s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0],     2.4f*vg.time_delta);
+   animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, 
+                                   6.0f*vg.time_delta);
+   animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0], 
+                                   2.4f*vg.time_delta);
+
+   animator->offset[0] *= 0.26f;
+   animator->offset[0] += animator->wobble[1]*3.0f;
 
-   offset[0] *= 0.26f;
-   offset[0] += s->wobble[1]*3.0f;
+   animator->offset[1] *= -0.3f;
+   animator->offset[2] *= 0.01f;
 
-   offset[1] *= -0.3f;
-   offset[2] *= 0.01f;
+   animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
+                                 (1.0f-fabsf(animator->slide)*0.9f);
+   animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
 
-   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( animator->offset, 0.3f, player->cam_control.tpv_offset_extra );
 
-   v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+   /* localized vectors */
+   m4x3_mulv( player->rb.to_local, s->state.cog, animator->local_cog );
 
    /* 
     * Animation blending
@@ -2727,337 +2703,405 @@ VG_STATIC void player__skate_animate( player_instance *player,
       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);
+      animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
    }
    
    /* movement information */
-   {
-      int iair = s->state.activity <= k_skate_activity_air_to_grind;
+   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,
-            fly  = iair?                    1.0f: 0.0f,
-            wdist= s->weight_distribution[2] / k_board_length;
+   float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
+         dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
+         fly  = iair?                    1.0f: 0.0f,
+         wdist= s->weight_distribution[2] / k_board_length;
 
-      if( s->state.activity >= k_skate_activity_grind_any )
-         wdist = 0.0f;
+   if( s->state.activity >= k_skate_activity_grind_any )
+      wdist = 0.0f;
 
-      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,   3.4f*vg.time_delta );
-      s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
-   }
+   animator->z      = vg_lerpf( animator->z,      dirz,  2.4f*vg.time_delta );
+   animator->x      = vg_lerpf( animator->x,      dirx,  0.6f*vg.time_delta );
+   animator->fly    = vg_lerpf( animator->fly,    fly,   3.4f*vg.time_delta );
+   animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
 
-   mdl_keyframe apose[32], bpose[32];
-   mdl_keyframe ground_pose[32];
-   {
-      /* when the player is moving fast he will crouch down a little bit */
-      float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
-      s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+   float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
+   animator->stand  = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
+   animator->reverse = s->state.reverse;
 
-      /* stand/crouch */
-      float dir_frame   = s->blend_z * (15.0f/30.0f),
-            stand_blend = offset[1]*-2.0f;
+   if( fabsf(s->state.slip) > 0.3f ){
+      f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
+      s->state.delayed_slip_dir = slide_dir;
+   }
 
-      v3f local_cog;
-      m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
+   /* grinding */
+   f32 grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+   animator->grind = vg_lerpf( animator->grind,  grind, 5.0f*vg.time_delta );
 
-      stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+   f32 grind_frame = 0.5f;
 
-      skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
-      skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+   if( s->state.activity == k_skate_activity_grind_front50 )
+      grind_frame = 0.0f;
+   else if( s->state.activity == k_skate_activity_grind_back50 )
+      grind_frame = 1.0f;
+
+   animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 
+                                5.0f*vg.time_delta );
+
+   /* pushing */
+   animator->push_time = vg.time - s->state.start_push;
+   animator->push = vg_lerpf( animator->push, 
+                              (vg.time - s->state.cur_push) < 0.125,
+                              6.0f*vg.time_delta );
+
+   /* jumping */
+   animator->jump_charge = s->state.jump_charge;
+   animator->jump = vg_lerpf( animator->jump, animator->jump_charge, 
+                              8.4f*vg.time_delta );
+
+   /* trick setup */
+   animator->jump_dir = s->state.jump_dir;
+   f32 jump_start_frame = 14.0f/30.0f;
+   animator->jump_time = animator->jump_charge * jump_start_frame;
+   f32 jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
+   if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+      animator->jump_time = jump_frame;
+
+   /* trick */
+   float jump_t = vg.time-s->state.jump_time;
+   float k=17.0f;
+   float h = k*jump_t;
+   float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+         extra *= s->state.slap * 4.0f;
+
+   v3_add( s->state.trick_euler, s->state.trick_residuald, 
+            animator->board_euler );
+   v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
+
+   animator->board_euler[0] *= 0.5f;
+   animator->board_euler[1] += extra;
+   animator->trick_type = s->state.trick_type;
+
+   /* board lean */
+   f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
+       lean;
+
+   lean1 = animator->slide * animator->delayed_slip_dir;
+   if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
+   else                            lean = lean2;
+
+   if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
+   lean = vg_clampf( lean, -1.0f, 1.0f );
+   animator->board_lean = 
+      vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
+
+   /* feet placement */
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board,
+                                  player->board_view_slot );
+   if( board ){
+      if( animator->weight > 0.0f ){
+         animator->foot_offset[0] = 
+            board->truck_positions[k_board_truck_back][2]+0.3f;
+      }
+      else{
+         animator->foot_offset[1] = 
+            board->truck_positions[k_board_truck_front][2]-0.3f;
+      }
+   }
 
-      /* sliding */
-      float slide_frame = s->blend_x * (15.0f/30.0f);
-      skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
-
-      /* pushing */
-      double push_time = vg.time - s->state.start_push;
-      s->blend_push = vg_lerpf( s->blend_push,
-                               (vg.time - s->state.cur_push) < 0.125,
-                               6.0f*vg.time_delta );
-
-      if( s->state.reverse > 0.0f )
-         skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
-      else
-         skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
+   f32 slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+   animator->slap = s->state.slap;
+   animator->subslap = vg_lerpf( animator->subslap, slapm, 
+                                 vg.time_delta*10.0f );
+
+   f32 l = ((s->state.activity < k_skate_activity_ground) &&
+             v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+   animator->trick_foot = vg_lerpf( animator->trick_foot, l, 
+                                    8.4f*vg.time_delta );
 
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+   /* grab */
+   v2f grab_input;
+   joystick_state( k_srjoystick_grab, grab_input );
+   v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
 
-      /* trick setup */
-      float jump_start_frame = 14.0f/30.0f;
+   if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
+   else v2_normalize_clamp( grab_input );
+   v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
+   animator->grabbing = s->state.grabbing;
 
-      float charge = s->state.jump_charge;
-      s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+   /* steer */
+   joystick_state( k_srjoystick_steer, animator->steer );
 
-      float setup_frame = charge * jump_start_frame,
-            setup_blend = vg_minf( s->blend_jump, 1.0f );
+   animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
+                                2.4f*vg.time_delta );
       
-      float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
-      if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
-         setup_frame = jump_frame;
 
-      struct skeleton_anim *jump_anim = s->state.jump_dir?
-                                        s->anim_ollie:
-                                        s->anim_ollie_reverse;
+   /* flip angle */
+   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
+       (fabsf(s->state.flip_rate) > 0.01f) ){
+      float substep = vg.time_fixed_extrapolate;
+      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
+            sign  = vg_signf( t );
 
-      skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
-   }
-   
-   mdl_keyframe air_pose[32];
-   {
-      v2f steer;
-      joystick_state( k_srjoystick_steer, steer );
+      t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+      t  = sign * (1.0f-t*t);
 
-      float target = -steer[1];
+      f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+          distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f,
+          blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
+      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate)*VG_TAUf, blend );
+      q_axis_angle( animator->qflip, s->state.flip_axis, angle );
+   }
+   else 
+      q_identity( animator->qflip );
+
+   /* counter-rotation */
+   if( v3_length2( s->state.up_dir ) > 0.001f ){
+      v4_lerp( s->state.smoothed_rotation, player->rb.q, 
+               2.0f*vg.time_frame_delta,
+               s->state.smoothed_rotation );
+      q_normalize( s->state.smoothed_rotation );
+
+      v3f yaw_smooth = {1.0f,0.0f,0.0f};
+      q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+      m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+      yaw_smooth[1] = 0.0f;
+      v3_normalize( yaw_smooth );
+
+      f32 yaw_counter_rotate  = yaw_smooth[0];
+          yaw_counter_rotate  = vg_maxf( 0.7f, yaw_counter_rotate );
+          yaw_counter_rotate  = acosf( yaw_counter_rotate );
+          yaw_counter_rotate *= 1.0f-animator->fly;
+
+      v3f ndir;
+      m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
+      v3_normalize( ndir );
+
+      v3f up = { 0.0f, 1.0f, 0.0f };
+      float a = v3_dot( ndir, up );
+      a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
 
-      s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+      v3f axis;
+      v4f qcounteryaw, qfixup;
       
-      float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
-      skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
+      v3_cross( up, ndir, axis );
+      q_axis_angle( qfixup, axis, a*2.0f );
 
-      static v2f grab_choice;
+      v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
+      q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
 
-      v2f grab_input;
-      joystick_state( k_srjoystick_grab, grab_input );
-      v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+      q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
+      q_normalize( animator->qfixuptotal );
 
-      if( v2_length2( grab_input ) <= 0.001f )
-         grab_input[0] = -1.0f;
-      else
-         v2_normalize_clamp( grab_input );
-      v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
+      v3f p1, p2;
+      m3x3_mulv( player->rb.to_world, up, p1 );
+      m3x3_mulv( player->rb.to_world, ndir, p2 );
 
-      float ang = atan2f( grab_choice[0], grab_choice[1] ),
-            ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
-            grab_frame = ang_unit * (15.0f/30.0f);
-
-      skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
+      vg_line_arrow( player->rb.co, p1, 0.5f, VG__PINK );
+      vg_line_arrow( player->rb.co, p2, 0.5f, VG__PINK );
    }
+   else q_identity( animator->qfixuptotal );
+   rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
+}
+                        
+VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
+   struct player_skate *s = &player->_skate;
+   struct player_skate_animator *animator = &s->animator;
+   pose->type = k_player_pose_type_ik;
+   v3_copy( animator->root_co, pose->root_co );
+   v4_copy( animator->root_q, pose->root_q );
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
-
-
-   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] };
-
-
-   mdl_keyframe grind_pose[32];
-   {
-      float grind_frame = 0.5f;
-
-      if( s->state.activity == k_skate_activity_grind_front50 ){
-         grind_frame = 0.0f;
-      } else if( s->state.activity == k_skate_activity_grind_back50 ){
-         grind_frame = 1.0f;
-      }
-
-      float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
-      s->blend_grind = vg_lerpf( s->blend_grind,  grind, 5.0f*vg.time_delta );
-      s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, 
-                                       grind_frame, 5.0f*vg.time_delta );
+   /* transform */
+   v3f ext_up,ext_co;
+   q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+   v3_copy( pose->root_co, ext_co );
+   v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
 
-      grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+   /* apply flip rotation at midpoint */
+   q_mul( animator->qflip, pose->root_q, pose->root_q );
+   q_normalize( pose->root_q );
 
-      skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
-      skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
-   }
-   skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+   v3f rotation_point, rco;
+   v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
+   v3_sub( pose->root_co, rotation_point, rco );
+   
+   q_mulv( animator->qflip, rco, rco );
+   v3_add( rco, rotation_point, pose->root_co );
 
-   float add_grab_mod = 1.0f - s->blend_fly;
+   /* ANIMATIONS 
+    * ---------------------------------------------------------------------- */
 
-   /* additive effects */
+   mdl_keyframe apose[32], bpose[32];
+   mdl_keyframe ground_pose[32];
    {
-      u32 apply_to[] = { av->id_hip, 
-                         av->id_ik_hand_l,
-                         av->id_ik_hand_r,
-                         av->id_ik_elbow_l,
-                         av->id_ik_elbow_r };
-
-      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( 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.time_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 );
-
-         v3f up = { 0.0f, 1.0f, 0.0f };
-
-         float a = v3_dot( ndir, up );
-         a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
-
-         v3f axis;
-         v4f qfixup, qcounteryaw, qtotal;
-         
-         v3_cross( up, ndir, axis );
-         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];
-         v3f origin;
-         v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+      /* stand/crouch */
+      f32 dir_frame   = animator->z * (15.0f/30.0f),
+          stand_blend = animator->offset[1]*-2.0f;
 
-         for( int i=0; i<vg_list_size(apply_to); i ++ ){
-            mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
+      pose->board.lean = animator->board_lean;
 
-            keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
-                                    qtotal );
-         }
+      stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
 
-         v3f p1, p2;
-         m3x3_mulv( player->rb.to_world, up, p1 );
-         m3x3_mulv( player->rb.to_world, ndir, p2 );
+      skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
+      skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
-         vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
-         vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
+      /* sliding */
+      skeleton_sample_anim( sk, s->anim_slide, animator->x * 0.5f, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
 
+      if( animator->reverse > 0.0f )
+         skeleton_sample_anim( sk, s->anim_push, animator->push_time, bpose );
+      else{
+         skeleton_sample_anim( sk, s->anim_push_reverse, animator->push_time, 
+                               bpose );
       }
+      skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
 
-      v4f qtotal;
-      v4f qtrickr, qyawr, qpitchr, qrollr;
-      v3f eulerr;
-
-      v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+      struct skeleton_anim *jump_anim = animator->jump_dir?
+                                        s->anim_ollie:
+                                        s->anim_ollie_reverse;
 
-      q_axis_angle( qyawr,   (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
-      q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
-      q_axis_angle( qrollr,  (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
+      f32 setup_blend = vg_minf( animator->jump, 1.0f );
+      skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
+   }
+   
+   mdl_keyframe air_pose[32];
+   {
+      float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
+      skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
 
-      q_mul( qpitchr, qrollr, qtrickr );
-      q_mul( qyawr, qtrickr, qtotal );
-      q_normalize( qtotal );
+      float ang = atan2f( animator->grab[0], animator->grab[1] ),
+            ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
+            grab_frame = ang_unit * (15.0f/30.0f);
 
-      q_mul( qtotal, kf_board->q, kf_board->q );
+      skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
+   }
 
+   skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, 
+                       pose->keyframes );
 
-      /* trick rotation */
-      v4f qtrick, qyaw, qpitch, qroll;
-      v3f euler;
-      v3_muls( s->state.trick_euler, VG_TAUf, euler );
+   mdl_keyframe *kf_board    = &pose->keyframes[av->id_board-1],
+                *kf_foot_l   = &pose->keyframes[av->id_ik_foot_l-1],
+                *kf_foot_r   = &pose->keyframes[av->id_ik_foot_r-1],
+                *kf_knee_l   = &pose->keyframes[av->id_ik_knee_l-1],
+                *kf_knee_r   = &pose->keyframes[av->id_ik_knee_r-1],
+                *kf_hip      = &pose->keyframes[av->id_hip-1],
+                *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1],
+                                 &pose->keyframes[av->id_wheel_l-1] };
 
-      float jump_t = vg.time-s->state.jump_time;
 
-      float k=17.0f;
-      float h = k*jump_t;
-      float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
-            extra *= s->state.slap * 4.0f;
+   mdl_keyframe grind_pose[32];
+   {
+      f32 frame = animator->grind_balance * 0.5f;
 
-      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] + extra );
-      q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, euler[2] );
+      skeleton_sample_anim( sk, s->anim_grind, frame, apose );
+      skeleton_sample_anim( sk, s->anim_grind_jump, frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
+   }
+   skeleton_lerp_pose( sk, pose->keyframes, grind_pose, 
+                       animator->grind, pose->keyframes );
+   float add_grab_mod = 1.0f - animator->fly;
 
-      q_mul( qyaw, qroll, qtrick );
-      q_mul( qpitch, qtrick, qtrick );
-      q_mul( kf_board->q, qtrick, kf_board->q );
-      q_normalize( kf_board->q );
+   /* additive effects */
+   u32 apply_to[] = { av->id_hip, 
+                      av->id_ik_hand_l,
+                      av->id_ik_hand_r,
+                      av->id_ik_elbow_l,
+                      av->id_ik_elbow_r };
+
+   float apply_rates[] = { 1.0f,
+                           0.75f,
+                           0.75f,
+                           0.75f,
+                           0.75f };
+
+   for( int i=0; i<vg_list_size(apply_to); i ++ ){
+      pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
+      pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
+   }
+
+   /* angle 'correction' */
+   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 = &pose->keyframes[apply_to[i]-1];
+      keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+                              animator->qfixuptotal );
+   }
+
+   /* trick rotation */
+   v4f qtrick, qyaw, qpitch, qroll;
+   q_axis_angle( qyaw,   (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
+   q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
+   q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
+
+   q_mul( qyaw, qroll, qtrick );
+   q_mul( qpitch, qtrick, qtrick );
+   q_mul( kf_board->q, qtrick, kf_board->q );
+   q_normalize( kf_board->q );
+
+   kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
+                                 0.5f * animator->weight );
+   kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
+                                -0.5f * animator->weight );
+
+   kf_foot_l->co[1] += animator->slap;
+   kf_foot_r->co[1] += animator->slap;
+   kf_knee_l->co[1] += animator->slap;
+   kf_knee_r->co[1] += animator->slap;
+   kf_board->co[1]  += animator->slap * animator->subslap;
+   kf_hip->co[1] += animator->slap * 0.25f;
+
+   if( animator->trick_type == k_trick_type_kickflip ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+      kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
+   }
+   else if( animator->trick_type == k_trick_type_shuvit ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.1f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+      kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
+      kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
+   }
+   else if( animator->trick_type == k_trick_type_treflip ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+      kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
+      kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
+   }
 
-      struct player_board *board = 
-         addon_cache_item_if_loaded( k_addon_type_board,
-                                     player->board_view_slot );
-      
-      if( board ){
-         /* foot weight distribution */
-         if( s->blend_weight > 0.0f ){
-            kf_foot_l->co[2] = 
-               vg_lerpf( kf_foot_l->co[2], 
-                         board->truck_positions[k_board_truck_back][2]+0.3f, 
-                         0.5f*s->blend_weight );
-         }
-         else{
-            kf_foot_r->co[2] = 
-               vg_lerpf( kf_foot_r->co[2], 
-                         board->truck_positions[k_board_truck_front][2]-0.3f, 
-                         -0.5f*s->blend_weight );
-         }
-      }
+   /* 
+    * 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.
+    */
 
-      float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
-      s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
-
-      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 * s->subslap;
-      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++ )
-      {
-         float a = vg_minf( s->truckv0[i][0], 1.0f );
-         a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+   /* 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 );
-      }
+      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 );
    }
 
+#if 0
    {
       mdl_keyframe
-                *kf_head    = &dest->pose[av->id_head-1],
-                *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
-                *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
-                *kf_hand_l  = &dest->pose[av->id_ik_hand_l-1],
-                *kf_hand_r  = &dest->pose[av->id_ik_hand_r-1];
+         *kf_head    = &pose->keyframes[av->id_head-1],
+         *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1],
+         *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1],
+         *kf_hand_l  = &pose->keyframes[av->id_ik_hand_l-1],
+         *kf_hand_r  = &pose->keyframes[av->id_ik_hand_r-1];
 
       float warble = perlin1d( vg.time, 2.0f, 2, 300 );
-            warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+            warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
 
       v4f qrot;
       q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
@@ -3078,45 +3122,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_mul( qrot, kf_head->q, kf_head->q );
       q_normalize( kf_head->q );
    }
-
-   /* transform */
-   rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
-   v3f ext_up,ext_co;
-   q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
-   v3_copy( dest->root_co, ext_co );
-   v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
-
-   v4f qflip;
-   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
-       (fabsf(s->state.flip_rate) > 0.01f) )
-   {
-      float substep = vg.time_fixed_extrapolate;
-      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
-            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 );
-
-      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
-
-      q_axis_angle( qflip, s->state.flip_axis, angle );
-      q_mul( qflip, dest->root_q, dest->root_q );
-      q_normalize( dest->root_q );
-
-      v3f rotation_point, rco;
-      v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
-      v3_sub( dest->root_co, rotation_point, rco );
-      
-      q_mulv( qflip, rco, rco );
-      v3_add( rco, rotation_point, dest->root_co );
-   }
-
-   skeleton_copy_pose( sk, dest->pose, s->holdout );
+#endif
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -3132,32 +3138,16 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
                                    s->state.head_position );
 }
 
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
    struct player_skate *s = &player->_skate;
+   struct player_skate_state *state = &s->state;
 
-   if( s->state.activity <= k_skate_activity_air_to_grind )
-      s->blend_fly = 1.0f;
-   else
-      s->blend_fly = 0.0f;
-
-   s->blend_slide = 0.0f;
-   s->blend_z = 0.0f;
-   s->blend_x = 0.0f;
-   s->blend_grind = 0.0f;
-   s->blend_grind_balance = 0.0f;
-   s->blend_stand = 0.0f;
-   s->blend_push = 0.0f;
-   s->blend_jump = 0.0f;
-   s->blend_airdir = 0.0f;
-   s->blend_weight = 0.0f;
-   s->subslap = 0.0f;
-   v2_zero( s->wobble );
-
-   v3_zero( s->board_trick_residuald );
-   v3_zero( s->board_trick_residualv );
-   v3_zero( s->truckv0[0] );
-   v3_zero( s->truckv0[1] );
+   memset( &s->animator, 0, sizeof(s->animator) );
+
+   if( s->state.activity <= k_skate_activity_air_to_grind ) 
+      s->animator.fly = 1.0f;
+   else 
+      s->animator.fly = 0.0f;
 }
 
 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
@@ -3189,8 +3179,8 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
    v3_zero( s->state.trick_vel );
    v3_zero( s->state.trick_euler );
    v3_zero( s->state.cog_v );
-   s->grind_cooldown = 0;
-   s->surface_cooldown = 0;
+   s->state.grind_cooldown = 0;
+   s->state.surface_cooldown = 0;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( player->rb.to_world[1], s->state.up_dir );
    v3_copy( player->rb.to_world[1], s->surface_picture );
@@ -3215,10 +3205,4 @@ VG_STATIC void player__skate_reset( player_instance *player,
    s->state.head_position[1] = 1.8f;
 }
 
-VG_STATIC void player__skate_restore( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   s->state = s->state_gate_storage;
-}
-
 #endif /* PLAYER_SKATE_C */