pre-velocity-change
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 4e354e5e8ed009f448a71754a89bcdc958548d97..9609b7fa0fb9b7601740f9c474fcb78c381eef92 100644 (file)
@@ -35,8 +35,6 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
                                     m4x3f mtx, rb_sphere *sphere,
                                     rb_ct *man )
 {
-   debug_sphere( mtx, sphere->radius, VG__BLACK );
-
    int len = 0;
    len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
 
@@ -46,13 +44,13 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
       man[i].rbb = NULL;
    }
 
-   rb_manifold_filter_coplanar( man, len, 0.05f );
+   rb_manifold_filter_coplanar( man, len, 0.03f );
 
    if( len > 1 )
    {
       rb_manifold_filter_backface( man, len );
-      rb_manifold_filter_joint_edges( man, len, 0.05f );
-      rb_manifold_filter_pairs( man, len, 0.05f );
+      rb_manifold_filter_joint_edges( man, len, 0.03f );
+      rb_manifold_filter_pairs( man, len, 0.03f );
    }
    int new_len = rb_manifold_apply_filtered( man, len );
    if( len && !new_len )
@@ -113,8 +111,8 @@ VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
    v3f p0, p1, c0, c1;
    v3_muladds( player->rb.co, player->rb.to_world[2],  0.5f, p0 );
    v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
-   v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 );
-   v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 );
+   v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 );
+   v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 );
 
    float const k_r = 0.25f;
    struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, 
@@ -149,6 +147,455 @@ VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
    return 0;
 }
 
+struct grind_info
+{
+   v3f co, dir, n;
+};
+
+VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
+                                  struct grind_info *inf )
+{
+   v4f plane;
+   v3_copy( dir, plane );
+   v3_normalize( plane );
+   plane[3] = v3_dot( plane, pos );
+
+   boxf box;
+   v3_add( pos, (v3f){ r, r, r }, box[1] );
+   v3_sub( pos, (v3f){ r, r, r }, box[0] );
+   
+   bh_iter it;
+   bh_iter_init( 0, &it );
+   int idx;
+
+   struct grind_sample
+   {
+      v2f co;
+      v2f normal;
+      v3f normal3,
+          centroid;
+   }
+   samples[48];
+   int sample_count = 0;
+
+   v2f support_min,
+       support_max;
+
+   v3f support_axis;
+   v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
+   v3_normalize( support_axis );
+   
+   while( bh_next( world.geo_bh, &it, box, &idx ) )
+   {
+      u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+      v3f tri[3];
+
+      for( int j=0; j<3; j++ )
+         v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+
+      for( int j=0; j<3; j++ )
+      {
+         int i0 = j,
+             i1 = (j+1) % 3;
+         
+         struct grind_sample *sample = &samples[ sample_count ];
+         v3f co;
+
+         if( plane_segment( plane, tri[i0], tri[i1], co ) )
+         {
+            v3f d;
+            v3_sub( co, pos, d );
+            if( v3_length2( d ) > r*r )
+               continue;
+
+            v3f va, vb, normal;
+            v3_sub( tri[1], tri[0], va );
+            v3_sub( tri[2], tri[0], vb );
+            v3_cross( va, vb, normal );
+
+            sample->normal[0] = v3_dot( support_axis, normal );
+            sample->normal[1] = normal[1];
+            sample->co[0]     = v3_dot( support_axis, d );
+            sample->co[1]     = d[1];
+
+            v3_copy( normal, sample->normal3 ); /* normalize later
+                                                   if we want to us it */
+
+            v3_muls(                      tri[0], 1.0f/3.0f, sample->centroid );
+            v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
+            v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
+
+            v2_normalize( sample->normal );
+            sample_count ++;
+
+            if( sample_count == vg_list_size( samples ) )
+               goto too_many_samples;
+         }
+      }
+   }
+
+too_many_samples:
+
+   if( sample_count < 2 )
+      return 0;
+
+   v3f 
+       average_direction,
+       average_normal;
+
+   v2f min_co, max_co;
+   v2_fill( min_co,  INFINITY );
+   v2_fill( max_co, -INFINITY );
+
+   v3_zero( average_direction );
+   v3_zero( average_normal );
+
+   int passed_samples = 0;
+   
+   for( int i=0; i<sample_count-1; i++ )
+   {
+      struct grind_sample *si, *sj;
+
+      si = &samples[i];
+
+      for( int j=i+1; j<sample_count; j++ )
+      {
+         if( i == j )
+            continue;
+
+         sj = &samples[j];
+
+         /* non overlapping */
+         if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
+            continue;
+
+         /* not sharp angle */
+         if( v2_dot( si->normal, sj->normal ) >= 0.7f )
+            continue;
+
+         /* not convex */
+         v3f v0;
+         v3_sub( sj->centroid, si->centroid, v0 );
+         if( v3_dot( v0, si->normal3 ) >= 0.0f ||
+             v3_dot( v0, sj->normal3 ) <= 0.0f )
+            continue;
+
+         v2_minv( sj->co, min_co, min_co );
+         v2_maxv( sj->co, max_co, max_co );
+         
+         v3f n0, n1, dir;
+         v3_copy( si->normal3, n0 );
+         v3_copy( sj->normal3, n1 );
+         v3_cross( n0, n1, dir );
+         v3_normalize( dir );
+
+         /* make sure the directions all face a common hemisphere */
+         v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
+         v3_add( average_direction, dir, average_direction );
+
+         if( si->normal3[1] > sj->normal3[1] )
+            v3_add( si->normal3, average_normal, average_normal );
+         else
+            v3_add( sj->normal3, average_normal, average_normal );
+
+         passed_samples ++;
+      }
+   }
+
+   if( !passed_samples )
+      return 0;
+
+   if( (v3_length2( average_direction ) <= 0.001f) ||
+       (v3_length2( average_normal ) <= 0.001f ) )
+      return 0;
+
+   float div = 1.0f/(float)passed_samples;
+   v3_normalize( average_direction );
+   v3_normalize( average_normal );
+
+   v2f average_coord;
+   v2_add( min_co, max_co, average_coord );
+   v2_muls( average_coord, 0.5f, average_coord );
+
+   v3_muls( support_axis, average_coord[0], inf->co );
+   inf->co[1] += average_coord[1];
+   v3_add( pos, inf->co, inf->co );
+   v3_copy( average_normal, inf->n );
+   v3_copy( average_direction, inf->dir );
+
+   vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+   vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
+   vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
+
+   return passed_samples;
+}
+
+#if 0
+static inline void skate_grind_coordv2i( v2f co, v2i d )
+{
+   const float k_inv_res = 1.0f/0.01f;
+   d[0] = floorf( co[0] * k_inv_res );
+   d[1] = floorf( co[1] * k_inv_res );
+}
+
+static inline u32 skate_grind_hashv2i( v2i d )
+{
+   return (d[0] * 92837111) ^ (d[1] * 689287499);
+}
+
+static inline u32 skate_grind_hashv2f( v2f co )
+{
+   v2i d;
+   skate_grind_coordv2i( co, d );
+   return skate_grind_hashv2i( d );
+}
+
+VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos,
+                                  v3f result_co, v3f result_dir, v3f result_n )
+{
+   v4f plane;
+   v3_copy( player->rb.v, plane );
+   v3_normalize( plane );
+   plane[3] = v3_dot( plane, pos );
+
+   boxf box;
+   float r = k_board_length;
+   v3_add( pos, (v3f){ r, r, r }, box[1] );
+   v3_sub( pos, (v3f){ r, r, r }, box[0] );
+
+   vg_line_boxf( box, VG__BLACK );
+
+   m4x3f mtx;
+   m3x3_copy( player->rb.to_world, mtx );
+   v3_copy( pos, mtx[3] );
+   
+   bh_iter it;
+   bh_iter_init( 0, &it );
+   int idx;
+
+   struct grind_sample
+   {
+      v2f co;
+      v2f normal;
+      v3f normal3,
+          centroid;
+   }
+   samples[48];
+
+   int sample_count = 0;
+
+   v2f support_min,
+       support_max;
+
+   v3f support_axis;
+   v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
+   v3_normalize( support_axis );
+   
+   while( bh_next( world.geo_bh, &it, box, &idx ) )
+   {
+      u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+      v3f tri[3];
+
+      for( int j=0; j<3; j++ )
+         v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+
+      for( int j=0; j<3; j++ )
+      {
+         int i0 = j,
+             i1 = (j+1) % 3;
+         
+         struct grind_sample *sample = &samples[ sample_count ];
+         v3f co;
+
+         if( plane_segment( plane, tri[i0], tri[i1], co ) )
+         {
+            v3f d;
+            v3_sub( co, pos, d );
+            if( v3_length2( d ) > r*r )
+               continue;
+
+            v3f va, vb, normal;
+            v3_sub( tri[1], tri[0], va );
+            v3_sub( tri[2], tri[0], vb );
+            v3_cross( va, vb, normal );
+
+            sample->normal[0] = v3_dot( support_axis, normal );
+            sample->normal[1] = normal[1];
+            sample->co[0]     = v3_dot( support_axis, d );
+            sample->co[1]     = d[1];
+
+            v3_copy( normal, sample->normal3 ); /* normalize later
+                                                   if we want to us it */
+
+            v3_muls(                      tri[0], 1.0f/3.0f, sample->centroid );
+            v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
+            v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
+
+            v2_normalize( sample->normal );
+            sample_count ++;
+
+            if( sample_count == vg_list_size( samples ) )
+            {
+               break;
+            }
+         }
+      }
+   }
+
+   if( sample_count < 2 )
+      return 0;
+
+
+
+   /* spacial hashing */
+
+   const int k_hashmap_size = 128;
+   u32 hashmap[k_hashmap_size+1];
+   u32 entries[48];
+
+   for( int i=0; i<k_hashmap_size+1; i++ )
+      hashmap[i] = 0;
+
+   for( int i=0; i<sample_count; i++ )
+   {
+      u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
+      hashmap[ h ] ++;
+   }
+
+   /* partial sums */
+   for( int i=0; i<k_hashmap_size; i++ )
+   {
+      hashmap[i+1] += hashmap[i];
+   }
+
+   /* trash compactor */
+   for( int i=0; i<sample_count; i++ )
+   {
+      u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
+      hashmap[ h ] --;
+
+      entries[ hashmap[h] ] = i;
+   }
+
+
+   v3f 
+       average_direction,
+       average_normal;
+
+   v2f min_co, max_co;
+   v2_fill( min_co,  INFINITY );
+   v2_fill( max_co, -INFINITY );
+
+   v3_zero( average_direction );
+   v3_zero( average_normal );
+
+   int passed_samples = 0;
+   
+   for( int i=0; i<sample_count; i++ )
+   {
+      struct grind_sample *si, *sj;
+      si = &samples[i];
+
+      v2i start;
+      skate_grind_coordv2i( si->co, start );
+
+      v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1},
+                        {-1, 0},{ 0, 0},{ 1, 0},
+                        {-1, 1},{ 0, 1},{ 1, 1} };
+
+      for( int j=0; j<vg_list_size(offsets); j++ )
+      {
+         v2i cell;
+         v2i_add( start, offsets[j], cell );
+         
+         u32 h = skate_grind_hashv2i( cell ) % k_hashmap_size;
+
+         int start = hashmap[ h ],
+             end   = hashmap[ h+1 ];
+
+         for( int k=start; k<end; k++ )
+         {
+            int idx = entries[ k ];
+            if( idx <= i )
+               continue;
+
+            sj = &samples[idx];
+
+            /* non overlapping */
+            if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
+               continue;
+
+            /* not sharp angle */
+            if( v2_dot( si->normal, sj->normal ) >= 0.7f )
+               continue;
+
+            /* not convex */
+            v3f v0;
+            v3_sub( sj->centroid, si->centroid, v0 );
+            if( v3_dot( v0, si->normal3 ) >= 0.0f ||
+                v3_dot( v0, sj->normal3 ) <= 0.0f )
+               continue;
+
+            v2_minv( sj->co, min_co, min_co );
+            v2_maxv( sj->co, max_co, max_co );
+            
+            v3f n0, n1, dir;
+            v3_copy( si->normal3, n0 );
+            v3_copy( sj->normal3, n1 );
+            v3_cross( n0, n1, dir );
+            v3_normalize( dir );
+
+            /* make sure the directions all face a common hemisphere */
+            v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
+            v3_add( average_direction, dir, average_direction );
+
+            if( si->normal3[1] > sj->normal3[1] )
+               v3_add( si->normal3, average_normal, average_normal );
+            else
+               v3_add( sj->normal3, average_normal, average_normal );
+
+            passed_samples ++;
+         }
+      }
+   }
+
+   if( !passed_samples )
+      return 0;
+
+   if( (v3_length2( average_direction ) <= 0.001f) ||
+       (v3_length2( average_normal ) <= 0.001f ) )
+      return 0;
+
+   float div = 1.0f/(float)passed_samples;
+   v3_normalize( average_direction );
+   v3_normalize( average_normal );
+
+   v2f average_coord;
+   v2_add( min_co, max_co, average_coord );
+   v2_muls( average_coord, 0.5f, average_coord );
+
+
+   v3_muls( support_axis, average_coord[0], result_co );
+   result_co[1] += average_coord[1];
+   v3_add( pos, result_co, result_co );
+   
+#if 0
+   vg_line_pt3( result_co, 0.02f, VG__GREEN );
+
+   v3f p0, p1;
+   v3_muladds( result_co, average_direction,  0.35f, p0 );
+   v3_muladds( result_co, average_direction, -0.35f, p1 );
+   vg_line( p0, p1, VG__PINK );
+#endif
+
+   v3_copy( average_normal, result_n );
+   v3_copy( average_direction, result_dir );
+
+   return passed_samples;
+}
+
+#endif
+
 /*
  *
  * Prediction system
@@ -181,6 +628,12 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
          air_score      = INFINITY,
          time_to_impact = 0.0f;
 
+   v3f ground_normal,
+       grind_normal;
+
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, ground_normal );
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, grind_normal );
+
    prediction->log_length = 0;
    v3_copy( pco, prediction->apex );
 
@@ -203,6 +656,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
       float l = v3_length( vdir );
       v3_muls( vdir, 1.0f/l, vdir );
 
+#if 0
       v3f c0, c1;
       struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
                                                         c0, c1, 0.4f );
@@ -217,6 +671,26 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
             grind_score = closest_grind * 0.05f;
          }
       }
+#endif
+
+      /* TODO: binary search grind once we find it, do not need to
+       *       recompute scansq, or collision. only distance
+       */
+
+      v3f closest;
+      if( bh_closest_point( world.geo_bh, pco, closest, k_board_length ) != -1 )
+      {
+         struct grind_info inf;
+         if( skate_grind_scansq( closest, vdir, 0.5f, &inf ) )
+         {
+            float score = -v3_dot( pv, inf.n ) * 0.06f;
+
+            if( (score > 0.0f) && (score < grind_score) )
+            {
+               grind_score = score;
+            }
+         }
+      }
 
       v3f n1;
 
@@ -224,7 +698,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
       int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
       if( idx != -1 )
       {
-         v3_copy( n1, prediction->n );
+         v3_copy( n1, ground_normal );
          air_score = -v3_dot( pv, n1 );
          
          u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
@@ -247,11 +721,13 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
    {
       prediction->score = grind_score; 
       prediction->type = k_prediction_grind;
+      v3_copy( grind_normal, prediction->n );
    }
    else if( air_score < INFINITY )
    {
       prediction->score = air_score;
       prediction->type = k_prediction_land;
+      v3_copy( ground_normal, prediction->n );
    }
    else
    {
@@ -263,7 +739,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
 }
 
 VG_STATIC 
-void player_approximate_best_trajectory( player_instance *player )
+void player__approximate_best_trajectory( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
@@ -282,6 +758,9 @@ void player_approximate_best_trajectory( player_instance *player )
          max_score   = -INFINITY;
 
    v3_zero( s->state.apex );
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );  
+         /* TODO: Make part of state */
+
    s->land_dist = 0.0f;
 
    /*
@@ -309,6 +788,9 @@ void player_approximate_best_trajectory( player_instance *player )
             best_vmod = vmod;
             s->land_dist = p->land_dist;
             v3_copy( p->apex, s->state.apex );
+            v3_copy( p->n, s->land_normal );
+
+            /* TODO: Store this as pointer? */
          }
 
          if( p->score > max_score )
@@ -340,10 +822,13 @@ void player_approximate_best_trajectory( player_instance *player )
       l -= min_score;
       l /= (max_score-min_score);
       l  = 1.0f - l;
-      l *= 255.0f;
 
-      p->colour = l;
-      p->colour <<= 8;
+      p->score = l;
+      p->colour = l * 255.0f;
+
+      if( p->type == k_prediction_land )
+         p->colour <<= 8;
+      
       p->colour |= 0xff000000;
    }
 
@@ -372,81 +857,6 @@ void player_approximate_best_trajectory( player_instance *player )
  * ------------------------------------------------
  */
 
-VG_STATIC void skate_apply_grind_model( player_instance *player,
-                                        rb_ct *manifold, int len )
-{
-   struct player_skate *s = &player->_skate;
-
-   /* FIXME: Queue audio events instead */
-   if( len == 0 )
-   {
-      if( s->state.activity == k_skate_activity_grind )
-      {
-#if 0
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, 
-                                 AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_board[6] );
-         audio_unlock();
-#endif
-
-         s->state.activity = k_skate_activity_air;
-      }
-      return;
-   }
-
-   v2f steer = { player->input_js1h->axis.value,
-                 player->input_js1v->axis.value };
-   v2_normalize_clamp( steer );
-
-   s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
-   s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
-   
-#if 0
-   v4f rotate;
-   q_axis_angle( rotate, player->rb.to_world[0], siX );
-   q_mul( rotate, player.rb.q, player.rb.q );
-#endif
-
-   s->state.slip = 0.0f;
-   s->state.activity = k_skate_activity_grind;
-
-   /* TODO: Compression */
-   v3f up = { 0.0f, 1.0f, 0.0f };
-   float angle = v3_dot( player->rb.to_world[1], up );
-
-   if( fabsf(angle) < 0.99f )
-   {
-      v3f axis; 
-      v3_cross( player->rb.to_world[1], up, axis );
-
-      v4f correction;
-      q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
-      q_mul( correction, player->rb.q, player->rb.q );
-   }
-
-   float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
-   v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
-   m3x3_identity( s->state.velocity_bias );
-   m3x3_identity( s->state.velocity_bias_pstep );
-
-   if( s->state.activity_prev != k_skate_activity_grind )
-   {
-      /* FIXME: Queue audio events instead */
-#if 0
-      audio_lock();
-      audio_player_set_flags( &audio_player_extra, 
-                              AUDIO_FLAG_SPACIAL_3D );
-      audio_player_set_position( &audio_player_extra, player.rb.co );
-      audio_player_set_vol( &audio_player_extra, 20.0f );
-      audio_player_playclip( &audio_player_extra, &audio_board[5] );
-      audio_unlock();
-#endif
-   }
-}
-
 /*
  * Air control, no real physics
  */
@@ -454,15 +864,13 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity != k_skate_activity_air )
-      return;
-
    if( s->state.activity_prev != k_skate_activity_air )
-      player_approximate_best_trajectory( player );
+      player__approximate_best_trajectory( player );
 
    m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
-   ray_hit hit;
 
+#if 0
+   ray_hit hit;
    /* 
     * Prediction 
     */
@@ -520,209 +928,168 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
       }
       time_to_impact += pstep;
    }
+#endif
 
-   if( has_target )
-   {
-      float angle = v3_dot( player->rb.to_world[1], target_normal );
-      v3f axis; 
-      v3_cross( player->rb.to_world[1], target_normal, axis );
-
-      limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-      limiter = 1.0f-limiter;
-      limiter *= limiter;
-      limiter = 1.0f-limiter;
+   float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+   angle = vg_clampf( angle, -1.0f, 1.0f );
+   v3f axis; 
+   v3_cross( player->rb.to_world[1], s->land_normal, axis );
 
-      if( fabsf(angle) < 0.99f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, 
-                        acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
-         q_mul( correction, player->rb.q, player->rb.q );
-      }
-   }
+   v4f correction;
+   q_axis_angle( correction, axis, 
+                  acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
+   q_mul( correction, player->rb.q, player->rb.q );
 
    v2f steer = { player->input_js1h->axis.value,
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
 
-   s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
-   s->state.steerx += steer[1] * s->state.reverse * k_steer_air 
-                                                         * limiter * k_rb_delta;
-   s->land_dist = time_to_impact;
-   v3_copy( target_normal, s->land_normal );
-}
-
-VG_STATIC void skate_get_board_points( player_instance *player,
-                                       v3f front, v3f back )
-{
-   v3f pos_front = {0.0f,0.0f,-k_board_length},
-       pos_back  = {0.0f,0.0f, k_board_length};
-
-   m4x3_mulv( player->rb.to_world, pos_front, front );
-   m4x3_mulv( player->rb.to_world, pos_back,  back );
+   //s->land_dist = time_to_impact;
+   s->land_dist = 1.0f;
 }
 
-/*
- * Casts and pushes a sphere-spring model into the world
- */
-VG_STATIC int skate_simulate_spring( player_instance *player,
-                                     v3f pos )
+VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC void skate_apply_trick_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   float mod      = 0.7f * player->input_grab->axis.value + 0.3f,
-         spring_k = mod * k_spring_force,
-         damp_k   = mod * k_spring_dampener,
-         disp_k   = 0.4f;
+   v3f Fd, Fs, F;
+   v3f strength = { 3.7f, 3.6f, 8.0f };
 
-   v3f start, end;
-   v3_copy( pos, start );
-   v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
+   v3_muls( s->board_trick_residualv, -4.0f , Fd );
+   v3_muls( s->board_trick_residuald, -10.0f, Fs );
+   v3_add( Fd, Fs, F );
+   v3_mul( strength, F, F );
 
-   float t;
-   v3f n;
-   int hit_info = spherecast_world( start, end, 0.2f, &t, n );
+   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 );
 
-   if( hit_info != -1 )
+   if( s->state.activity == k_skate_activity_air )
    {
-      v3f F, delta;
-      v3_sub( start, player->rb.co, delta );
-      
-      float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
-            damp         = 
-         vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
+      if( v3_length2( s->state.trick_vel ) < 0.0001f )
+         return;
 
-      v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
-                                       damp*damp_k*k_rb_delta, F );
+      int carry_on = player_skate_trick_input( player );
 
-      v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
-      
-      /* Angular velocity */
-      v3f wa;
-      v3_cross( delta, F, wa );
-      v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
+      /* we assume velocities share a common divisor, in which case the 
+       * interval is the minimum value (if not zero) */
+
+      float min_rate = 99999.0f;
+
+      for( int i=0; i<3; i++ )
+      {
+         float v = s->state.trick_vel[i];
+         if( (v > 0.0f) && (v < min_rate) )
+            min_rate = v;
+      }
+
+      float interval = 1.0f / min_rate,
+            current  = floorf( s->state.trick_time / interval ),
+            next_end = (current+1.0f) * interval;
+
+
+      /* integrate trick velocities */
+      v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
+                  s->state.trick_euler );
 
-      v3_lerp( start, end, t, pos );
-      return 1;
+      if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) )
+      {
+         s->state.trick_time = 0.0f;
+         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_zero( s->state.trick_vel );
+      }
+
+      s->state.trick_time += k_rb_delta;
    }
    else
    {
-      v3_copy( end, pos );
-      return 0;
+      if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
+          s->state.trick_time > 0.2f)
+      {
+         player__dead_transition( 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] );
+      s->state.trick_time = 0.0f;
+      v3_zero( s->state.trick_vel );
    }
 }
 
-
-/* 
- * Handles connection between the player and the ground
- */
-VG_STATIC void skate_apply_interface_model( player_instance *player,
-                                            rb_ct *manifold, int len )
+VG_STATIC void skate_apply_grab_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( !((s->state.activity == k_skate_activity_ground) ||
-         (s->state.activity == k_skate_activity_air )) )
-      return;
+   float grabt = player->input_grab->axis.value;
 
-   if( s->state.activity == k_skate_activity_air )
-      s->debug_normal_pressure = 0.0f;
+   if( grabt > 0.5f )
+   {
+      v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, 
+                  s->state.grab_mouse_delta );
+
+      v2_normalize_clamp( s->state.grab_mouse_delta );
+   }
    else
-      s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v );
+      v2_zero( s->state.grab_mouse_delta );
 
-   /* springs */
-   v3f spring0, spring1;
+   s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
+}
 
-   skate_get_board_points( player, spring1, spring0 );
-   int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
-       spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
-
-   v3f animavg, animdelta;
-   v3_add( spring0, spring1, animavg );
-   v3_muls( animavg, 0.5f, animavg );
-
-   v3_sub( spring1, spring0, animdelta );
-   v3_normalize( animdelta );
-
-   m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
+VG_STATIC void skate_apply_steering_model( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
 
-   float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
-         dy =  v3_dot( animdelta, player->rb.to_world[1] );
+   /* Steering */
+   float input = player->input_js1h->axis.value,
+         grab  = player->input_grab->axis.value,
+         steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
+         steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
 
-   float angle = -atan2f( dy, dx );
-   q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
+   v3f steer_axis;
+   v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), steer_axis );
 
-   int lift_frames_limit = 6;
+   float rate = 26.0f,
+         top  = 1.0f;
 
-   /* Surface connection */
-   if( len == 0 && !(spring_hit0 && spring_hit1) )
+   if( s->state.activity == k_skate_activity_air )
    {
-      s->state.lift_frames ++;
-
-      if( s->state.lift_frames >= lift_frames_limit )
-         s->state.activity = k_skate_activity_air;
+      rate = 6.0f * fabsf(steer_scaled);
+      top  = 1.5f;
    }
-   else
-   {
-      v3f surface_avg;
-      v3_zero( surface_avg );
 
-      for( int i=0; i<len; i++ )
-         v3_add( surface_avg, manifold[i].n, surface_avg );
-      v3_normalize( surface_avg );
-      
-      if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
-      {
-         s->state.lift_frames ++;
+   else if( s->state.activity >= k_skate_activity_grind_any )
+   {
+      rate *= fabsf(steer_scaled);
 
-         if( s->state.lift_frames >= lift_frames_limit )
-            s->state.activity = k_skate_activity_air;
-      }
-      else
-      {
-         s->state.activity = k_skate_activity_ground;
-         s->state.lift_frames = 0;
-         v3f projected, axis;
+      float a = 0.8f * -steer_scaled * k_rb_delta;
 
-         float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
-         v3_muladds( player->rb.v, player->rb.to_world[1], 
-                     DOWNFORCE, player->rb.v );
+      v4f q;
+      q_axis_angle( q, player->rb.to_world[1], a );
+      q_mulv( q, s->grind_vec, s->grind_vec );
 
-         float d = v3_dot( player->rb.to_world[2], surface_avg );
-         v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
-         v3_normalize( projected );
+#if 0
+      float tilt = player->input_js1v->axis.value;
+      tilt *= tilt * 0.8f * k_rb_delta;
 
-         float angle = v3_dot( player->rb.to_world[1], projected );
-         v3_cross( player->rb.to_world[1], projected, axis );
+      q_axis_angle( q, player->rb.to_world[0], tilt );
+      q_mulv( q, s->grind_vec, s->grind_vec );
+#endif
 
-         if( fabsf(angle) < 0.9999f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, 
-                          acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
-            q_mul( correction, player->rb.q, player->rb.q );
-         }
-      }
+      v3_normalize( s->grind_vec );
    }
-}
-
-VG_STATIC void skate_apply_grab_model( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-
-   float grabt = player->input_grab->axis.value;
-
-   if( grabt > 0.5f )
-   {
-      v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, 
-                  s->state.grab_mouse_delta );
 
-      v2_normalize_clamp( s->state.grab_mouse_delta );
-   }
-   else
-      v2_zero( s->state.grab_mouse_delta );
+   float current  = v3_dot( player->rb.to_world[1], player->rb.w ),
+         addspeed = (steer_scaled * -top) - current,
+         maxaccel = rate * k_rb_delta,
+         accel    = vg_clampf( addspeed, -maxaccel, maxaccel );
 
-   s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
+   v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
 }
 
 /*
@@ -732,9 +1099,6 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity != k_skate_activity_ground )
-      return;
-
    /*
     * Computing localized friction forces for controlling the character
     * Friction across X is significantly more than Z
@@ -782,14 +1146,6 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
 
    /* Send back to velocity */
    m3x3_mulv( player->rb.to_world, vel, player->rb.v );
-   
-   /* Steering */
-   float input = player->input_js1h->axis.value,
-         grab  = player->input_grab->axis.value,
-         steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
-         steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
-
-   s->state.steery -= steer_scaled * k_rb_delta;
 }
 
 VG_STATIC void skate_apply_jump_model( player_instance *player )
@@ -799,8 +1155,11 @@ 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_ground )
+   if( s->state.activity == k_skate_activity_air )
+   {
       s->state.charging_jump = 0;
+      return;
+   }
 
    if( s->state.charging_jump )
    {
@@ -811,14 +1170,11 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
    }
    else
    {
-      s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+      s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
    }
 
    s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
 
-   if( s->state.activity == k_skate_activity_air )
-      return;
-
    /* player let go after charging past 0.2: trigger jump */
    if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
    {
@@ -838,16 +1194,20 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       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 );
 
+
+#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
 
       /* FIXME audio events */
 #if 0
@@ -913,8 +1273,11 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   v3f ideal_cog, ideal_diff;
-   v3_muladds( player->rb.co, player->rb.to_world[1],
+   v3f ideal_cog, ideal_diff, ideal_dir;
+   v3_copy( s->state.up_dir, ideal_dir );
+   v3_normalize( ideal_dir );
+
+   v3_muladds( player->rb.co, ideal_dir,
                1.0f-player->input_grab->axis.value, ideal_cog );
    v3_sub( ideal_cog, s->state.cog, ideal_diff );
 
@@ -935,81 +1298,938 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
    v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
 }
 
-VG_STATIC void skate_collision_response( player_instance *player,
-                                         rb_ct *manifold, int len )
+
+VG_STATIC void skate_integrate( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   float decay_rate = 1.0f - (k_rb_delta * 3.0f),
+         decay_rate_y = 1.0f;
+
+   if( s->state.activity >= k_skate_activity_grind_any )
+   {
+      decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
+      decay_rate_y = decay_rate;
+   }
+
+   float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+         wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
+         wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
+
+   v3_muls(                  player->rb.to_world[0], wx, player->rb.w );
+   v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
+   v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
+
+   s->state.flip_time += s->state.flip_rate * k_rb_delta;
+   rb_update_transform( &player->rb );
+}
+
+/*
+ * 1 2 or 3
+ */
+
+VG_STATIC int player_skate_trick_input( player_instance *player )
+{
+   return (player->input_trick0->button.value) |
+          (player->input_trick1->button.value << 1) |
+          (player->input_trick2->button.value << 1) |
+          (player->input_trick2->button.value);
+}
+
+VG_STATIC void player__skate_pre_update( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   if( vg_input_button_down( player->input_use ) )
+   {
+      player->subsystem = k_player_subsystem_walk;
+
+      v3f angles;
+      v3_copy( player->cam.angles, angles );
+      angles[2] = 0.0f;
+
+      player__walk_transition( player, angles );
+      return;
+   }
+
+   if( vg_input_button_down( player->input_reset ) )
+   {
+      player->rb.co[1] += 2.0f;
+      s->state.cog[1] += 2.0f;
+      q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
+      v3_zero( player->rb.w );
+      v3_zero( player->rb.v );
+
+      rb_update_transform( &player->rb );
+   }
+
+   int trick_id; 
+   if( (s->state.activity == k_skate_activity_air) && 
+       (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;
+         }
+      }
+   }
+}
+
+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 j=0; j<p->log_length - 1; j ++ )
+      {
+         float brightness = p->score*p->score*p->score;
+         v3f p1;
+         v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
+         vg_line( p->log[j], p1, p->colour );
+      }
+
+      vg_line_cross( p->log[p->log_length-1], p->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 );
+
+      vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+   }
+
+   vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
+}
+
+/*
+ * truck alignment model at ra(local)
+ * returns 1 if valid surface:
+ *             surface_normal will be filled out with an averaged normal vector
+ *             axel_dir will be the direction from left to right wheels
+ *
+ * returns 0 if no good surface found
+ */
+VG_STATIC 
+int skate_compute_surface_alignment( player_instance *player,
+                                     v3f ra, u32 colour,
+                                     v3f surface_normal, v3f axel_dir )
+{
+   struct player_skate *s = &player->_skate;
+
+   v3f truck, left, right;
+   m4x3_mulv( player->rb.to_world, ra, truck );
+   v3_muladds( truck, player->rb.to_world[0], -k_board_width, left  );
+   v3_muladds( truck, player->rb.to_world[0],  k_board_width, right );
+   
+   vg_line( left, right, colour );
+
+   v3_muladds( left,  player->rb.to_world[1], 0.1f, left  );
+   v3_muladds( right, player->rb.to_world[1], 0.1f, right );
+
+   float k_max_truck_flex = VG_PIf * 0.25f;
+   
+   ray_hit ray_l, ray_r;
+   ray_l.dist = 0.2f;
+   ray_r.dist = 0.2f;
+
+   v3f dir;
+   v3_muls( player->rb.to_world[1], -1.0f, dir );
+
+   int res_l = ray_world( left, dir, &ray_l ),
+       res_r = ray_world( right, dir, &ray_r );
+
+   /* ignore bad normals */
+   if( res_l )
+      if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f )
+         res_l = 0;
+
+   if( res_r )
+      if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f )
+         res_r = 0;
+
+   v3f v0;
+   v3f midpoint;
+   v3f tangent_average;
+   v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
+   v3_zero( tangent_average );
+
+   if( res_l || res_r )
+   {
+      v3f p0, p1, t;
+      v3_copy( midpoint, p0 );
+      v3_copy( midpoint, p1 );
+
+      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 )
+      {
+         v3_copy( ray_r.pos, p1 );
+         v3_cross( ray_r.normal, player->rb.to_world[0], t );
+         v3_add( t, tangent_average, tangent_average );
+      }
+
+      v3_sub( p1, p0, v0 );
+      v3_normalize( v0 );
+   }
+   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 )
+      {
+         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] );
+
+         v3f vert0, vert1, n;
+         v3_sub( verts[1], verts[0], vert0 );
+         v3_sub( verts[2], verts[0], vert1 );
+         v3_cross( vert0, vert1, n );
+         v3_normalize( n );
+
+         if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
+            return 0;
+
+         v3_cross( n, player->rb.to_world[2], v0 );
+         v3_muladds( v0, player->rb.to_world[2],
+                     -v3_dot( player->rb.to_world[2], v0 ), v0 );
+         v3_normalize( v0 );
+
+         v3f t;
+         v3_cross( n, player->rb.to_world[0], t );
+         v3_add( t, tangent_average, tangent_average );
+      }
+      else
+         return 0;
+   }
+
+   v3_muladds( truck, v0,  k_board_width, right );
+   v3_muladds( truck, v0, -k_board_width, left );
+
+   vg_line( left, right, VG__WHITE );
+
+   v3_normalize( tangent_average );
+   v3_cross( v0, tangent_average, surface_normal );
+   v3_copy( v0, axel_dir );
+
+   return 1;
+}
+
+VG_STATIC void skate_weight_distribute( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+   v3_zero( s->weight_distribution );
+
+   int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
+
+   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 )
+      {
+         s->state.manual_direction = 0;
+      }
+      else
+      {
+         if( reverse_dir != s->state.manual_direction )
+         {
+#if 0
+            player__dead_transition( player );
+#endif
+            return;
+         }
+      }
+   }
+
+   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;
+   }
+
+   /* 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;
+
+      m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
+      v3_negate( plane_z, plane_z );
+
+      v3_muladds( plane_z, s->surface_picture,
+                  -v3_dot( plane_z, s->surface_picture ), plane_z );
+      v3_normalize( plane_z );
+
+      v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
+      v3_normalize( plane_z );
+
+      v3f p1;
+      v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
+      vg_line( player->rb.co, p1, VG__GREEN );
+
+      v3f refdir;
+      v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
+               refdir );
+
+      rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
+                                       k_manul_spring, k_manul_dampener,
+                                       s->substep_delta );
+   }
+}
+
+VG_STATIC void skate_adjust_up_direction( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   if( s->state.activity == k_skate_activity_ground )
+   {
+      v3f target;
+      v3_copy( s->surface_picture, target );
+
+      target[1] += 2.0f * s->surface_picture[1];
+      v3_normalize( target );
+
+      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 )
+   {
+      v3_lerp( s->state.up_dir, player->rb.to_world[1],
+               8.0f * s->substep_delta, s->state.up_dir );
+   }
+   else
+   {
+      /* FIXME UNDEFINED! */
+      vg_warn( "Undefined up target!\n" );
+
+      v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f},
+               12.0f * s->substep_delta, s->state.up_dir );
+   }
+}
+
+VG_STATIC int skate_point_visible( v3f origin, v3f target )
+{
+   v3f dir;
+   v3_sub( target, origin, dir );
+   
+   ray_hit ray;
+   ray.dist = v3_length( dir );
+   v3_muls( dir, 1.0f/ray.dist, dir );
+   ray.dist -= 0.025f;
+
+   if( ray_world( origin, dir, &ray ) )
+      return 0;
+
+   return 1;
+}
+
+VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
+{
+   /* TODO: Is N and Dir really orthogonal? */
+   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 )
+{
+   v3f v2;
+   v3_muladds( player->rb.to_world[2], inf->n, 
+               -v3_dot( player->rb.to_world[2], inf->n ), v2 );
+
+   float a        = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
+         dir      = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
+         F        = a * -dir * k_grind_max_friction;
+
+   v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+}
+
+VG_STATIC void skate_grind_decay( player_instance *player,
+                                  struct grind_info *inf, float strength )
+{
+   m3x3f mtx, mtx_inv;
+   skate_grind_orient( inf, mtx );
+   m3x3_transpose( mtx, mtx_inv );
+
+   v3f v_grind;
+   m3x3_mulv( mtx_inv, player->rb.v, v_grind );
+
+   float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
+   v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
+   m3x3_mulv( mtx, v_grind, player->rb.v );
+}
+
+VG_STATIC void skate_grind_truck_apply( player_instance *player,
+                                        v3f grind_co, struct grind_info *inf,
+                                        float strength )
+{
+   struct player_skate *s = &player->_skate;
+
+   v3f delta;
+   v3_sub( inf->co, grind_co, delta );
+
+   /* spring force */
+   v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta, 
+               player->rb.v );
+
+   skate_grind_decay( player, inf, strength );
+   skate_grind_friction( player, inf, strength );
+
+   /* yeah yeah yeah yeah */
+   v3f raw, axis;
+   v3_sub( grind_co, player->rb.co, raw );
+   v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw );
+   v3_cross( raw, inf->n, axis );
+   v3_normalize( axis );
+
+   /* orientation */
+   m3x3f mtx;
+   skate_grind_orient( inf, mtx );
+   v3f target_fwd, fwd, up, target_up;
+   m3x3_mulv( mtx, s->grind_vec, target_fwd );
+   v3_copy( raw, fwd );
+   v3_copy( player->rb.to_world[1], up );
+   v3_copy( inf->n, target_up );
+
+   v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
+   v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
+
+   v3_normalize( target_fwd );
+   v3_normalize( fwd );
+
+   float way = player->input_js1v->axis.value *
+                  vg_signf( v3_dot( raw, player->rb.v ) );
+               
+   v4f q;
+   q_axis_angle( q, axis, VG_PIf*0.125f * way );
+   q_mulv( q, target_up,  target_up );
+   q_mulv( q, target_fwd, target_fwd );
+
+   rb_effect_spring_target_vector( &player->rb, up, target_up,
+                                    k_grind_spring, 
+                                    k_grind_dampener,
+                                    k_rb_delta );
+
+   rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
+                                    k_grind_spring*strength, 
+                                    k_grind_dampener*strength,
+                                    k_rb_delta );
+
+   vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
+   vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
+   vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
+
+   s->grind_strength = strength;
+
+   /* Fake contact */
+   struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+   m4x3_mulv( player->rb.to_local, grind_co, limit->ra );
+   m3x3_mulv( player->rb.to_local, inf->n, limit->n );
+   limit->p = 0.0f;
+}
+
+VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign )
+{
+   struct player_skate *s = &player->_skate;
+   struct grind_info inf;
+
+   v3f wheel_co = { 0.0f, 0.0f,            sign * k_board_length },
+       grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
+
+   m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
+   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 ) )
+      return 0;
+
+   /* Exit condition: cant see grind target directly */
+   if( !skate_point_visible( wheel_co, inf.co ) )
+      return 0;
+
+   /* Exit condition: minimum velocity not reached, but allow a bit of error */
+   float dv   = fabsf(v3_dot( player->rb.v, inf.dir )),
+         minv = k_grind_axel_min_vel*0.8f;
+
+   if( dv < minv )
+      return 0;
+
+   if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+      return 0;
+
+   v3_copy( inf.dir, s->grind_dir );
+
+   float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
+   skate_grind_truck_apply( player, grind_co, &inf, t );
+   return 1;
+}
+
+VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
+{
+   struct player_skate *s = &player->_skate;
+   struct grind_info inf;
+
+   /* TODO: Trash compactor this */
+   v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+
+   v3f raw, wsp;
+   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( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
+         return 0;
+
+      /* velocity should be at least 60% aligned */
+      v3f pv, axis;
+      v3_cross( inf.n, inf.dir, axis );
+      v3_muladds( player->rb.v, inf.n, -v3_dot( player->rb.v, inf.n ), pv );
+      
+      if( v3_length2( pv ) < 0.0001f )
+         return 0;
+      v3_normalize( pv );
+
+      if( fabsf(v3_dot( pv, inf.dir )) < k_grind_axel_max_angle )
+         return 0;
+
+      /* check for vertical alignment */
+      if( v3_dot( player->rb.to_world[1], inf.n ) < k_grind_axel_max_vangle )
+         return 0;
+      
+      /* TODO: new condition, opposite wheel MUST be in-air or close to it */
+      
+      v3f local_co, local_dir, local_n;
+      m4x3_mulv( player->rb.to_local, inf.co,  local_co );
+      m3x3_mulv( player->rb.to_local, inf.dir, local_dir );
+      m3x3_mulv( player->rb.to_local, inf.n,   local_n );
+
+      v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
+
+      float truck_height = -(k_board_radius+0.03f);
+
+      v3f rv;
+      v3_cross( player->rb.w, raw, rv );
+      v3_add( player->rb.v, rv, rv );
+
+      if( (local_co[1] >= truck_height) &&
+          (v2_length2( delta ) <= k_board_radius*k_board_radius) &&
+          (v3_dot( rv, inf.n ) < 0.1f) )
+      {
+         m3x3f mtx;
+         skate_grind_orient( &inf, mtx );
+         m3x3_transpose( mtx, mtx );
+         m3x3_mulv( mtx, raw, s->grind_vec );
+         v3_normalize( s->grind_vec );
+         v3_copy( inf.dir, s->grind_dir );
+
+         skate_grind_truck_apply( player, wsp, &inf, 1.0f );
+         return 1;
+      }
+   }
+
+   return 0;
+}
+
+VG_STATIC void skate_boardslide_apply( player_instance *player,
+                                       struct grind_info *inf )
+{
+   struct player_skate *s = &player->_skate;
+
+   v3f local_co, local_dir, local_n;
+   m4x3_mulv( player->rb.to_local, inf->co, local_co );
+   m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+   m3x3_mulv( player->rb.to_local, inf->n, local_n );
+
+   v3f intersection;
+   v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0], 
+               intersection );
+   v3_copy( intersection, s->weight_distribution );
+
+   skate_grind_decay( player, inf, 0.1f );
+   skate_grind_friction( player, inf, 0.25f );
+
+   /* direction alignment */
+   v3f dir, perp;
+   v3_cross( local_dir, local_n, perp );
+   v3_muls( local_dir, vg_signf(local_dir[0]), dir );
+   v3_muls( perp, vg_signf(perp[2]), perp );
+
+   m3x3_mulv( player->rb.to_world, dir, dir );
+   m3x3_mulv( player->rb.to_world, perp, perp );
+
+   rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+                                    dir, 
+                                    k_grind_spring, k_grind_dampener,
+                                    k_rb_delta );
+
+   rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
+                                    perp,
+                                    k_grind_spring, k_grind_dampener,
+                                    k_rb_delta );
+
+   vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
+   vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+}
+
+VG_STATIC int skate_boardslide_entry_condition( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   struct grind_info inf;
+   if( skate_grind_scansq( player->rb.co, 
+                           player->rb.to_world[0], k_board_length,
+                           &inf ) )
+   {
+      v3f local_co, local_dir;
+      m4x3_mulv( player->rb.to_local, inf.co, local_co );
+      m3x3_mulv( player->rb.to_local, inf.dir, local_dir );
+
+      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 */
+      {
+         if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
+            return 0;
+
+         v3_copy( inf.dir, s->grind_dir );
+
+         skate_boardslide_apply( player, &inf );
+         return 1;
+      }
+   }
+
+   return 0;
+}
+
+VG_STATIC int skate_boardslide_singular( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   struct grind_info inf;
+   if( !skate_grind_scansq( player->rb.co, 
+                            player->rb.to_world[0], k_board_length,
+                            &inf ) )
+      return 0;
+
+   /* Exit condition: cant see grind target directly */
+   v3f vis;
+   v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
+   if( !skate_point_visible( vis, inf.co ) )
+      return 0;
+
+   /* Exit condition: minimum velocity not reached, but allow a bit of error 
+    * TODO: trash compactor */
+   float dv   = fabsf(v3_dot( player->rb.v, inf.dir )),
+         minv = k_grind_axel_min_vel*0.8f;
+
+   if( dv < minv )
+      return 0;
+
+   if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+      return 0;
+   v3_copy( inf.dir, s->grind_dir );
+
+   float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
+
+   skate_boardslide_apply( player, &inf );
+   return 1;
+}
+
+VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   if( s->state.activity == k_skate_activity_grind_boardslide )
+   {
+      int result = skate_boardslide_singular( player );
+
+      const enum skate_activity table[] =
+      {
+         k_skate_activity_undefined,
+         k_skate_activity_grind_boardslide
+      };
+
+      return table[ result ];
+   }
+   if( s->state.activity == k_skate_activity_grind_back50 )
+   {
+      int result = skate_grind_truck_singular( player,   1.0f ),
+          front  = 0;//skate_truck_entry_condition( player, -1.0f );
+
+      const enum skate_activity table[] =
+      {                                   /* result  | front */
+         k_skate_activity_undefined,      /* 0         0     */
+         k_skate_activity_grind_front50,  /* 0         1     */
+         k_skate_activity_grind_back50,   /* 1         0     */
+         k_skate_activity_grind_5050      /* 1         1     */
+      };
+
+      return table[ result<<1 | front ];
+   }
+   else if( s->state.activity == k_skate_activity_grind_front50 )
+   {
+      int result = skate_grind_truck_singular( player,   -1.0f ),
+          back   = 0;//skate_truck_entry_condition( player,   1.0f );
+
+      const enum skate_activity table[] =
+      {                                   /* result  | back  */
+         k_skate_activity_undefined,      /* 0         0     */
+         k_skate_activity_grind_back50,   /* 0         1     */
+         k_skate_activity_grind_front50,  /* 1         0     */
+         k_skate_activity_grind_5050      /* 1         1     */
+      };
+
+      return table[ result<<1 | back ];
+   }
+   else if( s->state.activity == k_skate_activity_grind_5050 )
+   {
+      /* FIXME */
+      return k_skate_activity_grind_back50;
+   }
+   else
+   {
+      int slide = skate_boardslide_entry_condition( player );
+
+      if( slide )
+         return k_skate_activity_grind_boardslide;
+
+      int front = skate_truck_entry_condition( player,  -1.0f ),
+          back  = skate_truck_entry_condition( player,   1.0f );
+
+      const enum skate_activity table[] =
+      {                                   /* front   | back  */
+         k_skate_activity_undefined,      /* 0         0     */
+         k_skate_activity_grind_back50,   /* 0         1     */
+         k_skate_activity_grind_front50,  /* 1         0     */
+         k_skate_activity_grind_5050      /* 1         1     */
+      };
+
+      return table[ front<<1 | back ];
+   }
+
+   return 0;
+}
+
+VG_STATIC void player__skate_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
+   v3_copy( player->rb.co, s->state.prev_pos );
+   s->state.activity_prev = s->state.activity;
 
-   for( int j=0; j<10; j++ )
+   struct board_collider
    {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         v3f dv, delta;
-         v3_sub( ct->co, player->rb.co, delta ); 
-         v3_cross( player->rb.w, delta, dv );
-         v3_add( player->rb.v, dv, dv );
+      v3f   pos;
+      float radius;
 
-         float vn = -v3_dot( dv, ct->n );
-         vn += ct->bias;
+      int   apply_angular;
+      u32   colour;
 
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
+      enum  board_collider_state
+      {
+         k_collider_state_default,
+         k_collider_state_disabled,
+         k_collider_state_colliding
+      }
+      state;
+   }
+   wheels[] =
+   {
+      { 
+         { 0.0f, 0.0f,    -k_board_length }, 
+         .radius = k_board_radius,
+         .apply_angular = 1,
+         .colour = VG__RED
+      },
+      { 
+         { 0.0f, 0.0f,     k_board_length }, 
+         .radius = k_board_radius,
+         .apply_angular = 1,
+         .colour = VG__GREEN
+      },
+      { 
+         { 0.0f, 0.2f,    -k_board_length - k_board_end_radius }, 
+         .radius = k_board_end_radius,
+         .apply_angular = 0,
+         .colour = VG__YELOW
+      },
+      {  
+         { 0.0f, 0.2f,     k_board_length + k_board_end_radius },
+         .radius = k_board_end_radius,
+         .apply_angular = 0,
+         .colour = VG__YELOW
+      },
+   };
+
+   const int k_wheel_count = 2;
+
+   s->substep = k_rb_delta;
+   s->substep_delta = s->substep;
+   s->limit_count = 0;
+
+   int substep_count = 0;
+
+   v3_zero( s->surface_picture );
+
+   for( int i=0; i<k_wheel_count; i++ )
+      wheels[i].state = k_collider_state_default;
+
+   /* check if we can enter or continue grind */
+   enum skate_activity grindable_activity = skate_availible_grind( player );
+   if( grindable_activity != k_skate_activity_undefined )
+   {
+      s->state.activity = grindable_activity;
+      goto grinding;
+   }
 
-         v3f impulse;
-         v3_muls( ct->n, vn, impulse );
+   int contact_count = 0;
+   for( int i=0; i<2; i++ )
+   {
+      v3f normal, 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,
+                                          s->substep_delta );
 
-         if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
-             fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
-         {
-            /* FIXME */
-#if 0
-            player_kill();
-            return;
-#endif
-         }
+         v3_add( normal, s->surface_picture, s->surface_picture );
+         contact_count ++;
+      }
+   }
 
-         v3_add( impulse, player->rb.v, player->rb.v );
-         v3_cross( delta, impulse, impulse );
+   if( contact_count )
+   {
+      s->state.activity = k_skate_activity_ground;
+      v3_normalize( s->surface_picture );
 
-         /*
-          * W Impulses are limited to the Y and X axises, we don't really want
-          * roll angular velocities being included.
-          *
-          * Can also tweak the resistance of each axis here by scaling the wx,wy
-          * components.
-          */
-         
-         float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f,
-               wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f;
+      skate_apply_friction_model( player );
+      skate_weight_distribute( player );
+      skate_apply_pump_model( player );
+   }
+   else
+   {
+      s->state.activity = k_skate_activity_air;
+      skate_apply_air_model( player );
+   }
 
-         v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
-         v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
-      }
+grinding:;
+
+   if( s->state.activity == k_skate_activity_grind_back50 )
+      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 )
+   {
+      wheels[0].state = k_collider_state_disabled;
+      wheels[1].state = k_collider_state_disabled;
    }
-}
 
-VG_STATIC void skate_integrate( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
+   /* all activities */
+   skate_apply_steering_model( player );
+   skate_adjust_up_direction( player );
+   skate_apply_cog_model( player );
+   skate_apply_jump_model( player );
+   skate_apply_grab_model( player );
+   skate_apply_trick_model( player );
 
-   /* integrate rigidbody velocities */
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
-   v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
 
-   float decay_rate = 0.5f*0.125f;
+begin_collision:;
 
-   if( s->state.activity == k_skate_activity_air )
+   /*
+    * Phase 0: Continous collision detection
+    * --------------------------------------------------------------------------
+    */
+
+   v3f head_wp0, head_wp1, start_co;
+   m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
+   v3_copy( player->rb.co, start_co );
+
+   /* calculate transform one step into future */
+   v3f future_co;
+   v4f future_q;
+   v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
+
+   if( v3_length2( player->rb.w ) > 0.0f )
+   {
+      v4f rotation;
+      v3f axis;
+      v3_copy( player->rb.w, axis );
+      
+      float mag = v3_length( axis );
+      v3_divs( axis, mag, axis );
+      q_axis_angle( rotation, axis, mag*s->substep );
+      q_mul( rotation, player->rb.q, future_q );
+      q_normalize( future_q );
+   }
+
+   /* calculate the minimum time we can move */
+   float max_time = s->substep;
+
+   for( int i=0; i<k_wheel_count; i++ )
    {
-      float dist = 1.0f-(s->land_dist/4.0f);
-      decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
+      if( wheels[i].state == k_collider_state_disabled )
+         continue;
+
+      v3f current, future;
+      q_mulv( future_q, wheels[i].pos, future );
+      v3_add( future, future_co, future );
+
+      q_mulv( player->rb.q, wheels[i].pos, current );
+      v3_add( current, player->rb.co, current );
+      
+      float t;
+      v3f n;
+
+      float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
+      if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
+         max_time = vg_minf( max_time, t * s->substep );
    }
 
-   v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
+   /* clamp to a fraction of delta, to prevent locking */
+   float rate_lock = substep_count;
+   rate_lock *= k_rb_delta * 0.1f;
+   rate_lock *= rate_lock;
 
+   max_time = vg_maxf( max_time, rate_lock );
+   s->substep_delta = max_time;
+
+   /* integrate */
+   v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
    if( v3_length2( player->rb.w ) > 0.0f )
    {
       v4f rotation;
@@ -1018,156 +2238,229 @@ VG_STATIC void skate_integrate( player_instance *player )
       
       float mag = v3_length( axis );
       v3_divs( axis, mag, axis );
-      q_axis_angle( rotation, axis, mag*k_rb_delta );
+      q_axis_angle( rotation, axis, mag*s->substep_delta );
       q_mul( rotation, player->rb.q, player->rb.q );
    }
 
-   /* integrate steering velocities */
-   v4f rotate; 
-   float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
+   rb_update_transform( &player->rb );
 
-   s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
-   s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v );
 
-   q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s );
-   q_mul( rotate, player->rb.q, player->rb.q );
+   s->substep -= s->substep_delta;
 
-   q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s );
-   q_mul( rotate, player->rb.q, player->rb.q );
 
-   s->state.steerx = 0.0f;
-   s->state.steery = 0.0f;
+   rb_ct manifold[128];
+   int manifold_len   = 0;
 
-   s->state.flip_time += s->state.flip_rate * k_rb_delta;
-   rb_update_transform( &player->rb );
-}
+   /*
+    * Phase -1: head detection
+    * --------------------------------------------------------------------------
+    */
+   m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
 
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
-   if( vg_input_button_down( player->input_use ) )
+#if 0
+   float t;
+   v3f n;
+   if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
+       (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
    {
-      player->subsystem = k_player_subsystem_walk;
-
-      v3f angles;
-      v3_copy( player->cam.angles, angles );
-      angles[2] = 0.0f;
+      v3_lerp( start_co, player->rb.co, t, player->rb.co );
+      rb_update_transform( &player->rb );
 
-      player__walk_transition( player, angles );
+      player__dead_transition( player );
       return;
    }
-}
+#endif
 
-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++ )
+   /*
+    * Phase 1: Regular collision detection
+    *          TODO: Me might want to automatically add contacts from CCD, 
+    *                since at high angular velocities, theres a small change
+    *                that discreet detection will miss.
+    * --------------------------------------------------------------------------
+    */
+
+   for( int i=0; i<k_wheel_count; i++ )
    {
-      struct land_prediction *p = &s->predictions[i];
+      if( wheels[i].state == k_collider_state_disabled )
+         continue;
+
+      m4x3f mtx;
+      m3x3_identity( mtx );
+      m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
       
-      for( int j=0; j<p->log_length - 1; j ++ )
-         vg_line( p->log[j], p->log[j+1], p->colour );
+      rb_sphere collider = { .radius = wheels[i].radius };
 
-      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+      rb_ct *man = &manifold[ manifold_len ];
 
-      v3f p1;
-      v3_add( p->log[p->log_length-1], p->n, p1 );
-      vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+      int l = skate_collide_smooth( player, mtx, &collider, man );
+      if( l )
+         wheels[i].state = k_collider_state_colliding;
 
-      vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+      /* for non-angular contacts we just want Y. contact positions are
+       * snapped to the local xz plane */
+      if( !wheels[i].apply_angular )
+      {
+         for( int j=0; j<l; j++ )
+         {
+            v3f ra;
+            v3_sub( man[j].co, player->rb.co, ra );
+
+            float dy = v3_dot( player->rb.to_world[1], ra );
+            v3_muladds( man[j].co, player->rb.to_world[1], -dy, man[j].co );
+         }
+      }
+
+      manifold_len += l;
    }
 
-   vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
-   vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
-}
+   float grind_radius = k_board_radius * 0.75f;
+   rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f, 
+                          .radius=grind_radius };
+   m4x3f mtx;
+   v3_muls( player->rb.to_world[0],  1.0f, mtx[0] );
+   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] );
 
-VG_STATIC void player__skate_update( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   v3_copy( player->rb.co, s->state.prev_pos );
-   s->state.activity_prev = s->state.activity;
+   rb_ct *cman = &manifold[manifold_len];
 
-   /* Setup colliders */
-   m4x3f mtx_front, mtx_back;
-   m3x3_identity( mtx_front );
-   m3x3_identity( mtx_back );
+   int l = rb_capsule__scene( mtx, &capsule, NULL, &world.rb_geo.inf.scene,
+                              cman );
 
-   skate_get_board_points( player, mtx_front[3], mtx_back[3] );
+   /* weld joints */
+   for( int i=0; i<l; i ++ )
+      cman[l].type = k_contact_type_edge;
+   rb_manifold_filter_joint_edges( cman, l, 0.03f );
+   l = rb_manifold_apply_filtered( cman, l );
 
-   s->sphere_back.radius = 0.3f;
-   s->sphere_front.radius = 0.3f;
+   manifold_len += l;
 
-   /* create manifold(s) */
-   rb_ct manifold[72],
-         *interface_manifold = NULL,
-         *grind_manifold = NULL;
+   debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+
+   /* add limits */
+   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 );
+      m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+      ct->p = limit->p;
+      ct->type = k_contact_type_default;
+   }
 
-   int 
-   len_front = skate_collide_smooth( player, mtx_front, 
-                                     &s->sphere_front, manifold ),
-   len_back = skate_collide_smooth( player, mtx_back,  
-                                    &s->sphere_back, &manifold[len_front] ),
-   interface_len = len_front + len_back;
+   /* 
+    * Phase 3: Dynamics
+    * --------------------------------------------------------------------------
+    */
 
-   /* try to slap both wheels onto the ground when landing to prevent mega 
-    * angular velocities being added */
-   if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
+   for( int i=0; i<manifold_len; i ++ )
    {
-      v3f trace_from, trace_dir;
-      v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
+      rb_prepare_contact( &manifold[i], s->substep_delta );
+      rb_debug_contact( &manifold[i] );
+   }
 
-      if( len_front )
-         v3_copy( mtx_back[3],  trace_from );
-      else
-         v3_copy( mtx_front[3], trace_from );
+   /* yes, we are currently rebuilding mass matrices every frame. too bad! */
+   v3f extent = { k_board_width, 0.1f, k_board_length };
+   float ex2 = k_board_interia*extent[0]*extent[0],
+         ey2 = k_board_interia*extent[1]*extent[1],
+         ez2 = k_board_interia*extent[2]*extent[2];
+
+   float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
+   float inv_mass = 1.0f/mass;
+
+   v3f I;
+   I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
+   I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
+   I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
 
-      ray_hit ray;
-      ray.dist = 0.6f;
+   m3x3f iI;
+   m3x3_identity( iI );
+   iI[0][0] = I[0];
+   iI[1][1] = I[1];
+   iI[2][2] = I[2];
+   m3x3_inv( iI, iI );
 
-      if( ray_world( trace_from, trace_dir, &ray ) )
+   m3x3f iIw;
+   m3x3_mul( iI, player->rb.to_local, iIw );
+   m3x3_mul( player->rb.to_world, iIw, iIw );
+
+   v3f world_cog;
+   m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
+   vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+
+   for( int j=0; j<10; j++ )
+   {
+      for( int i=0; i<manifold_len; i++ )
       {
-         rb_ct *ct = &manifold[ interface_len ];
+         /* 
+          * regular dance; calculate velocity & total mass, apply impulse.
+          */
 
-         v3_copy( ray.pos, ct->co );
-         v3_copy( ray.normal, ct->n );
-         ct->p = 0.0f;
+         struct contact *ct = &manifold[i];
+         
+         v3f rv, delta;
+         v3_sub( ct->co, world_cog, delta ); 
+         v3_cross( player->rb.w, delta, rv );
+         v3_add( player->rb.v, rv, rv );
 
-         interface_len ++;
-      }
-   }
+         v3f raCn;
+         v3_cross( delta, ct->n, raCn );
 
-   interface_manifold = manifold;
-   grind_manifold = manifold + interface_len;
+         v3f raCnI, rbCnI;
+         m3x3_mulv( iIw, raCn, raCnI );
 
-   int grind_len = skate_grind_collide( player, grind_manifold );
+         float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
+               vn = v3_dot( rv, ct->n ),
+               lambda = normal_mass * ( -vn );
 
-   for( int i=0; i<interface_len+grind_len; i ++ )
-   {
-      rb_prepare_contact( &manifold[i] );
-      rb_debug_contact( &manifold[i] );
+         float temp = ct->norm_impulse;
+         ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
+         lambda = ct->norm_impulse - temp;
+
+         v3f impulse;
+         v3_muls( ct->n, lambda, impulse );
+
+         v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
+         v3_cross( delta, impulse, impulse );
+         m3x3_mulv( iIw, impulse, impulse );
+         v3_add( impulse, player->rb.w, player->rb.w );
+
+         v3_cross( player->rb.w, delta, rv );
+         v3_add( player->rb.v, rv, rv );
+         vn = v3_dot( rv, ct->n );
+      }
    }
 
-   skate_apply_grind_model( player, grind_manifold, grind_len );
-   skate_apply_interface_model( player, manifold, interface_len );
-   
-   skate_apply_pump_model( player );
-   skate_apply_cog_model( player );
-   skate_collision_response( player, manifold, interface_len + grind_len );
+   v3f dt;
+   rb_depenetrate( manifold, manifold_len, dt );
+   v3_add( dt, player->rb.co, player->rb.co );
+   rb_update_transform( &player->rb );
 
-   skate_apply_grab_model( player );
-   skate_apply_friction_model( player );
-   skate_apply_jump_model( player );
-   skate_apply_air_model( player );
+   substep_count ++;
 
-   skate_integrate( player );
+   if( s->substep >= 0.0001f )
+      goto begin_collision;      /* again! */
 
-   vg_line_pt3( s->state.cog, 0.1f,  VG__WHITE );
-   vg_line_pt3( s->state.cog, 0.11f, VG__WHITE );
-   vg_line_pt3( s->state.cog, 0.12f, VG__WHITE );
-   vg_line_pt3( s->state.cog, 0.13f, VG__WHITE );
-   vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
+   /* 
+    * End of collision and dynamics routine
+    * --------------------------------------------------------------------------
+    */
 
-   vg_line( player->rb.co, s->state.cog, VG__RED );
+   for( int i=0; i<k_wheel_count; i++ )
+   {
+      m4x3f mtx;
+      m3x3_copy( player->rb.to_world, mtx );
+      m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
+      debug_sphere( mtx, wheels[i].radius,
+                   (u32[]){ VG__WHITE, VG__BLACK, 
+                            wheels[i].colour }[ wheels[i].state ]);
+   }
 
+   skate_integrate( player );
+   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 )) )
@@ -1177,13 +2470,8 @@ VG_STATIC void player__skate_update( player_instance *player )
       m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
       m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
       m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
-
-      /*camera */
-      m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
-
-#if 0
-      mixedcam_transport( &s->state.cam, gate );
-#endif
+      m3x3_mulv( gate->transport, s->state.head_position,
+                                  s->state.head_position );
 
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
@@ -1210,16 +2498,36 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
                                                 player->rb.w[1],
                                                 player->rb.w[2] );
 
-   player__debugtext( 1, "activity: %s\n",
-                           (const char *[]){ "k_skate_activity_air",
-                                             "k_skate_activity_ground",
-                                             "k_skate_activity_grind }" }
-                                             [s->state.activity] );
-   player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
+   const char *activity_txt[] = 
+   {
+      "air",
+      "ground",
+      "undefined (INVALID)",
+      "grind_any (INVALID)",
+      "grind_boardslide",
+      "grind_noseslide",
+      "grind_tailslide",
+      "grind_back50",
+      "grind_front50",
+      "grind_5050"
+   };
+
+   player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
+#if 0
+   player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
                         s->state.steerx_s, s->state.steery_s,
                         k_steer_ground, k_steer_air );
-   player__debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate, 
+#endif
+   player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate, 
                                              s->state.flip_time );
+   player__debugtext( 1, "trickv: %.2f %.2f %.2f", 
+                           s->state.trick_vel[0],
+                           s->state.trick_vel[1],
+                           s->state.trick_vel[2] );
+   player__debugtext( 1, "tricke: %.2f %.2f %.2f", 
+                           s->state.trick_euler[0],
+                           s->state.trick_euler[1],
+                           s->state.trick_euler[2] );
 }
 
 VG_STATIC void player__skate_animate( player_instance *player,
@@ -1236,10 +2544,18 @@ VG_STATIC void player__skate_animate( player_instance *player,
    v3f offset;
    v3_zero( offset );
 
-   m4x3_mulv( player->rb.to_local, s->state.cog, offset );
-   v3_muls( offset, -4.0f, offset );
+   v3f cog_local, cog_ideal;
+   m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
 
-   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
+   v3_copy( s->state.up_dir, cog_ideal );
+   v3_normalize( cog_ideal );
+   m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
+
+   v3_sub( cog_ideal, cog_local, offset );
+
+
+   v3_muls( offset, 4.0f, offset );
+   offset[1] *= -1.0f;
 
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
@@ -1247,10 +2563,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
          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], speed_wobble,     2.4f*vg.time_delta);
+   s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0],     2.4f*vg.time_delta);
 
    offset[0] *= 0.26f;
-   offset[0] += speed_wobble_2*3.0f;
+   offset[0] += s->wobble[1]*3.0f;
 
    offset[1] *= -0.3f;
    offset[2] *= 0.01f;
@@ -1271,8 +2587,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    /* movement information */
    {
-      int iair = (s->state.activity == k_skate_activity_air) ||
-                 (s->state.activity == k_skate_activity_grind );
+      int iair = s->state.activity == k_skate_activity_air;
 
       float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
             dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
@@ -1388,40 +2703,98 @@ VG_STATIC void player__skate_animate( player_instance *player,
          dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
+
+
+
+      /* angle correction */
+      if( v3_length2( s->state.up_dir ) > 0.001f )
+      {
+         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 q;
+         
+         v3_cross( up, ndir, axis );
+         q_axis_angle( q, axis, a );
+
+         mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
+         
+         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 );
+
+            q_mul( q, kf->q, kf->q );
+            q_normalize( kf->q );
+         }
+
+         v3f p1, p2;
+         m3x3_mulv( player->rb.to_world, up, p1 );
+         m3x3_mulv( player->rb.to_world, ndir, p2 );
+
+         vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
+         vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
+      }
+
+
+
       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];
 
-      v3f bo;
-      v3_muls( s->board_offset, add_grab_mod, bo );
 
-      v3_add( bo, kf_board->co,  kf_board->co );
-      v3_add( bo, kf_foot_l->co, kf_foot_l->co );
-      v3_add( bo, kf_foot_r->co, kf_foot_r->co );
+      v4f qtotal;
+      v4f qtrickr, qyawr, qpitchr, qrollr;
+      v3f eulerr;
+      
+
+      v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
 
-      m3x3f c;
-      q_m3x3( s->board_rotation, c );
+      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] );
+
+      q_mul( qpitchr, qrollr, qtrickr );
+      q_mul( qyawr, qtrickr, qtotal );
+      q_normalize( qtotal );
+
+      q_mul( qtotal, kf_board->q, kf_board->q );
 
-      v3f d;
-      v3_sub( kf_foot_l->co, bo, d );
-      m3x3_mulv( c, d, d );
-      v3_add( bo, d, kf_foot_l->co );
-      
-      v3_sub( kf_foot_r->co, bo, d );
-      m3x3_mulv( c, d, d );
-      v3_add( bo, d, kf_foot_r->co );
 
-      q_mul( s->board_rotation, kf_board->q, kf_board->q );
+      /* trick rotation */
+      v4f qtrick, qyaw, qpitch, qroll;
+      v3f euler;
+      v3_muls( s->state.trick_euler, VG_TAUf, euler );
+
+      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( qroll,  (v3f){0.0f,0.0f,1.0f}, euler[2] );
+
+      q_mul( qpitch, qroll, qtrick );
+      q_mul( qyaw, qtrick, qtrick );
+      q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
    }
 
    /* transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-   v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
+   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;
-   float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
    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 );
 
@@ -1429,6 +2802,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    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) &&
@@ -1449,133 +2823,82 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
       v3_sub( dest->root_co, rotation_point, rco );
       
-      /* FIXME: q_mul v3 */
-      m3x3f TEMP;
-      q_m3x3( qflip, TEMP );
-      m3x3_mulv( TEMP, rco, rco );
+      q_mulv( qflip, rco, rco );
       v3_add( rco, rotation_point, dest->root_co );
    }
 }
 
-VG_STATIC void skate_camera_firstperson( player_instance *player )
+VG_STATIC void player__skate_post_animate( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
 
-   /* FIXME: viewpoint entity */
-   v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
-   v3_zero( player->fpv_angles );
-
-   v3f flat_dir,
-       vel_dir,
-       look_dir;
-
-   v3_copy( player->rb.v, vel_dir );
-   //v3_normalize( vel_dir );
-
-   float tti = s->land_dist;
-   v3f   norm;
-   v3_copy( s->land_normal, norm );
-
-   if( s->state.activity == k_skate_activity_ground )
-   {
-      tti = 0.0f;
-      v3_copy( player->rb.to_world[1], norm );
-   }
-
-   v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
-   //v3_normalize( flat_dir );
-
-   v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
-   v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-   player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
-}
-
-VG_STATIC void skate_camera_thirdperson( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
+   player->cam_velocity_influence = 1.0f;
 
-   v3f origin, dir, target;
-   v3_copy( player->rb.co, origin );
-   v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
-   player_set_follower_subject( player, origin );
+   v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */
+   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 );
 }
 
-VG_STATIC void player__skate_post_animate( player_instance *player )
+VG_STATIC void player__skate_reset_animator( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
-
-   skate_camera_thirdperson( player );
-   skate_camera_firstperson( player );
-   player->cam_angles_override_strength = 0.0f;
-   player->cam_position_override_strength = 0.0f;
 
+   if( s->state.activity == k_skate_activity_air )
+      s->blend_fly = 1.0f;
+   else
+      s->blend_fly = 0.0f;
 
-
-
-   /* FIXME: Organize this. Its int wrong fucking place */
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
-
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+   s->blend_slide = 0.0f;
+   s->blend_z = 0.0f;
+   s->blend_x = 0.0f;
+   s->blend_stand = 0.0f;
+   s->blend_push = 0.0f;
+   s->blend_jump = 0.0f;
+   s->blend_airdir = 0.0f;
 }
 
-VG_STATIC void player__skate_reset( player_instance *player,
-                                   struct respawn_point *rp )
+VG_STATIC void player__skate_clear_mechanics( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-
+   s->state.jump_charge    = 0.0f;
+   s->state.lift_frames    = 0;
+   s->state.flip_rate      = 0.0f;
 #if 0
-   mixedcam_reset( player, &s->state.cam );
+   s->state.steery         = 0.0f;
+   s->state.steerx         = 0.0f;
+   s->state.steery_s       = 0.0f;
+   s->state.steerx_s       = 0.0f;
 #endif
+   s->state.reverse        = 0.0f;
+   s->state.slip           = 0.0f;
+   v3_copy( player->rb.co, s->state.prev_pos );
+
+   m3x3_identity( s->state.velocity_bias );
+   m3x3_identity( s->state.velocity_bias_pstep );
+   v3_zero( s->state.throw_v );
+   v3_zero( s->state.trick_vel );
+   v3_zero( s->state.trick_euler );
 }
 
-VG_STATIC void player__skate_transition( player_instance *player,
-                                         v3f init_velocity,
-                                         enum skate_activity init_acitivity )
+VG_STATIC void player__skate_reset( player_instance *player,
+                                    struct respawn_point *rp )
 {
    struct player_skate *s = &player->_skate;
-   s->state.activity_prev = k_skate_activity_ground;
-   s->state.activity = init_acitivity;
-
-   v3f dir;
-   v3_copy( init_velocity, dir );
-   v3_normalize( dir );
-   
-   vg_info( "init velocity: %f %f %f\n", init_velocity[0],
-                                         init_velocity[1],
-                                         init_velocity[2] );
-
-   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, 
-                 atan2f( -dir[0], -dir[2] ) );
-
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-   v3_copy( init_velocity, s->state.cog_v );
-   v3_copy( init_velocity, s->state.vl );
-   v3_copy( init_velocity, player->rb.v );
+   v3_zero( player->rb.v );
+   v3_zero( s->state.cog_v );
+   v4_copy( rp->q, player->rb.q );
 
-   rb_update_transform( &player->rb );
+   s->state.activity = k_skate_activity_air;
+   s->state.activity_prev = k_skate_activity_air;
 
-   if( init_acitivity == k_skate_activity_air )
-   {
-      player_approximate_best_trajectory( player );
-      s->blend_fly = 1.0f;
-   }
-   else
-      s->blend_fly = 0.0f;
+   player__skate_clear_mechanics( player );
+   player__skate_reset_animator( player );
 
-   s->blend_slide = 0.0f;
-   s->blend_z = 0.0f;
-   s->blend_x = 0.0f;
-   s->blend_stand = 0.0f;
-   s->blend_push = 0.0f;
-   s->blend_jump = 0.0f;
-   s->blend_airdir = 0.0f;
+   v3_zero( s->state.head_position );
+   s->state.head_position[1] = 1.8f;
 }
 
 #endif /* PLAYER_SKATE_C */