buggssss
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
diff --git a/player_walk.c b/player_walk.c
deleted file mode 100644 (file)
index 6b7788c..0000000
+++ /dev/null
@@ -1,861 +0,0 @@
-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
-
-#include "player.h"
-
-VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
-{
-   struct player_walk *w = &player->_walk;
-
-   v3f axis, init_dir;
-   v3_cross( player->basis[1], w->state.drop_in_normal, axis );
-   v3_cross( axis, w->state.drop_in_normal, init_dir );
-   v3_normalize( init_dir );
-   v3_muls( init_dir, 7.0f, vec );
-}
-
-VG_STATIC float player_xyspeed2( player_instance *player )
-{
-   v3f xy;
-   v3_muladds( player->rb.v, player->basis[1], 
-               -v3_dot( player->basis[1], player->rb.v ), xy );
-
-   return v3_length2(xy);
-}
-
-VG_STATIC void player_walk_generic_to_skate( player_instance *player,
-                                             enum skate_activity init,
-                                             float yaw )
-{
-   player->subsystem = k_player_subsystem_skate;
-
-   struct player_walk *w = &player->_walk;
-   struct player_skate *s = &player->_skate;
-
-   v3f v;
-
-   if( player_xyspeed2(player) < 0.1f * 0.1f )
-      q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
-   else
-      v3_copy( player->rb.v, v );
-
-   s->state.activity_prev = k_skate_activity_ground;
-   s->state.activity = init;
-
-   v3f dir;
-   v3_copy( v, dir );
-   v3_normalize( dir );
-   m3x3_mulv( player->invbasis, dir, dir );
-
-   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
-   q_mul( player->qbasis, player->rb.q, player->rb.q );
-   q_normalize( player->rb.q );
-
-   q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
-   v3_add( s->state.cog, player->rb.co, s->state.cog );
-
-   v3_copy( v, s->state.cog_v );
-   v3_copy( v, player->rb.v );
-
-   player__skate_reset_animator( player );
-   player__skate_clear_mechanics( player );
-   rb_update_transform( &player->rb );
-   v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
-
-   if( init == k_skate_activity_air )
-      player__approximate_best_trajectory( player );
-}
-
-VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
-{
-   player->subsystem = k_player_subsystem_skate;
-
-   struct player_walk *w = &player->_walk;
-   struct player_skate *s = &player->_skate;
-   s->state.activity_prev = k_skate_activity_ground;
-   s->state.activity = k_skate_activity_ground;
-
-   player__skate_clear_mechanics( player );
-   player__skate_reset_animator( player );
-
-   v3f init_velocity;
-   player_walk_drop_in_vector( player, init_velocity );
-
-   rb_update_transform( &player->rb );
-   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, player->rb.v );
-   v3_copy( init_velocity, player->cam_velocity_smooth );
-   v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
-}
-
-VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
-                                                       float t,
-                                                       v3f co, v4f q )
-{
-   struct player_walk *w = &player->_walk;
-
-   v3f axis;
-   v3_cross( player->basis[1], w->state.drop_in_normal, axis );
-   v3_normalize( axis );
-
-   float a = acosf( w->state.drop_in_normal[1] ) * t;
-
-   q_axis_angle( q, axis, a );
-
-   float l = t * 0.5f,
-         heading_angle = w->state.drop_in_angle;
-
-   v3f overhang;
-   overhang[0] = sinf( heading_angle ) * l;
-   overhang[1] = 0.28f * l;
-   overhang[2] = cosf( heading_angle ) * l;
-
-   q_mulv( q, overhang, overhang );
-   v3_add( w->state.drop_in_target, overhang, co );
-}
-
-VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   world_instance *world = get_active_world();
-
-   v3f dir, center;
-   q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
-   v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
-
-   ray_hit samples[20];
-   int sample_count = 0;
-
-   for( int i=0; i<20; i ++ )
-   {
-      float t = (float)i * (1.0f/19.0f),
-            s = sinf( t * VG_PIf * 0.25f ),
-            c = cosf( t * VG_PIf * 0.25f );
-
-      v3f ray_dir, pos;
-      v3_muls   ( player->rb.to_world[1], -c, ray_dir );
-      v3_muladds( ray_dir, dir, -s, ray_dir );
-      v3_muladds( center, ray_dir, -2.0f, pos );
-
-      ray_hit *ray = &samples[ sample_count ];
-      ray->dist = 2.0f;
-
-      if( ray_world( world, pos, ray_dir, ray ) )
-      {
-         vg_line( pos, ray->pos, VG__RED );
-         vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
-         
-         sample_count ++;
-      }
-   }
-
-   float min_a = 0.70710678118654752f;
-   ray_hit *candidate = NULL;
-
-   if( sample_count >= 2 )
-   {
-      for( int i=0; i<sample_count-1; i++ )
-      {
-         ray_hit *s0 = &samples[i],
-                 *s1 = &samples[i+1];
-
-         float a = v3_dot( s0->normal, s1->normal );
-
-         if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
-         {
-            min_a = a;
-            candidate = s0;
-         }
-      }
-   }
-
-   if( candidate )
-   {
-      v4f pa, pb, pc;
-      
-      ray_hit *s0 = candidate,
-              *s1 = candidate+1;
-
-      vg_line( s0->pos, s1->pos, VG__WHITE );
-
-      v3_copy( s0->normal, pa );
-      v3_copy( s1->normal, pb );
-      v3_cross( player->rb.to_world[1], dir, pc );
-      v3_normalize( pc );
-
-      pa[3] = v3_dot( pa, s0->pos );
-      pb[3] = v3_dot( pb, s1->pos );
-      pc[3] = v3_dot( pc, player->rb.co );
-
-      v3f edge;
-      if( plane_intersect3( pa, pb, pc, edge ) )
-      {
-         v3_copy( edge, w->state.drop_in_target );
-         v3_copy( s1->normal, w->state.drop_in_normal );
-         v3_copy( player->rb.co, w->state.drop_in_start );
-
-         w->state.drop_in_start_angle = player_get_heading_yaw( player );
-         w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
-                                          w->state.drop_in_normal[2] );
-
-         /* TODO: scan multiple of these? */
-         v3f oco;
-         v4f oq;
-         player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
-
-         v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
-             vb = {0.0f,0.0f, k_board_length + 0.3f};
-
-         q_mulv( oq, va, va );
-         q_mulv( oq, vb, vb );
-         v3_add( oco, va, va );
-         v3_add( oco, vb, vb );
-
-         v3f v0;
-         v3_sub( vb, va, v0 );
-         v3_normalize( v0 );
-
-         ray_hit ray;
-         ray.dist = k_board_length*2.0f + 0.6f;
-         
-         if( ray_world( world, va, v0, &ray ) )
-         {
-            vg_line( va, vb, VG__RED );
-            vg_line_pt3( ray.pos, 0.1f, VG__RED );
-            vg_error( "invalidated\n" );
-            return 0;
-         }
-
-         v3_muls( v0, -1.0f, v0 );
-         if( ray_world( world, vb, v0, &ray ) )
-         {
-            vg_line( va, vb, VG__RED );
-            vg_line_pt3( ray.pos, 0.1f, VG__RED );
-            vg_error( "invalidated\n" );
-            return 0;
-         }
-
-         player_walk_drop_in_vector( player, player->rb.v );
-         return 1;
-      }
-      else
-      {
-         vg_error( "failed to find intersection of drop in\n" );
-      }
-   }
-
-   return 0;
-}
-
-VG_STATIC void player__walk_pre_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-
-   if( w->state.activity != k_walk_activity_immobile )
-      player_look( player, player->angles );
-
-   if( w->state.outro_anim )
-   {
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time;
-
-      if( outro_time >= outro_length )
-      {
-         w->state.outro_anim = NULL;
-         if( w->state.outro_type == k_walk_outro_drop_in )
-         {
-            player_walk_drop_in_to_skate( player );
-         }
-         else if( w->state.outro_type == k_walk_outro_jump_to_air )
-         {
-            player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
-         }
-         else
-         {
-            player_walk_generic_to_skate( player, 
-                                          k_skate_activity_ground, 1.0f );
-         }
-
-         return;
-      }
-   }
-   else if( vg_input_button_down( player->input_use ) )
-   {
-      if( w->state.activity == k_walk_activity_ground )
-      {
-         if( player_walk_scan_for_drop_in( player ) )
-         {
-            w->state.outro_type = k_walk_outro_drop_in;
-            w->state.outro_anim = w->anim_drop_in;
-            w->state.outro_start_time = vg.time;
-            w->state.activity = k_walk_activity_immobile;
-
-            struct player_avatar *av = player->playeravatar;
-            m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ], 
-                       av->sk.bones[ av->id_ik_foot_r ].co, 
-                       w->state.drop_in_foot_anchor );
-         }
-         else
-         {
-            w->state.outro_type = k_walk_outro_regular;
-            w->state.outro_anim = w->anim_intro;
-            w->state.outro_start_time = vg.time;
-            w->state.activity = k_walk_activity_lockedmove;
-
-            if( player_xyspeed2(player) < 0.1f * 0.1f )
-               q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
-         }
-      }
-      else
-      {
-         w->state.outro_type = k_walk_outro_jump_to_air;
-         w->state.outro_anim = w->anim_jump_to_air;
-         w->state.outro_start_time = vg.time;
-         return;
-      }
-   }
-}
-
-VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
-{
-   return v3_dot( n, player->basis[1] ) > 0.70710678118f;
-}
-
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
-   float currentspeed = v3_dot( v, movedir ),
-         addspeed     = speed - currentspeed;
-
-   if( addspeed <= 0 )
-      return;
-
-   float accelspeed = accel * k_rb_delta * speed;
-
-   if( accelspeed > addspeed )
-      accelspeed = addspeed;
-
-   v3_muladds( v, movedir, accelspeed, v );
-}
-
-VG_STATIC void player_friction( v3f v )
-{
-   float speed = v3_length( v ),
-         drop  = 0.0f,
-         control = vg_maxf( speed, k_stopspeed );
-
-   if( speed < 0.04f )
-      return;
-
-   drop += control * k_walk_friction * k_rb_delta;
-
-   float newspeed = vg_maxf( 0.0f, speed - drop );
-   newspeed /= speed;
-
-   v3_muls( v, newspeed, v );
-}
-
-VG_STATIC void player__walk_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   v3_copy( player->rb.co, w->state.prev_pos );
-
-   if( w->state.activity == k_walk_activity_immobile )
-      return;
-
-   w->collider.height = 2.0f;
-   w->collider.radius = 0.3f;
-
-   m4x3f mtx;
-   m3x3_copy( player->rb.to_world, mtx );
-   v3_add( player->rb.co, player->basis[1], mtx[3] );
-
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
-
-   rb_ct manifold[64];
-   int len;
-
-   float yaw = player->angles[0];
-
-   v3f forward_dir = { sinf(yaw),          0.0f, -cosf(yaw) };
-   v3f right_dir   = { -forward_dir[2],    0.0f,  forward_dir[0] };
-
-   m3x3_mulv( player->basis, forward_dir, forward_dir );
-   m3x3_mulv( player->basis, right_dir,   right_dir );
-
-
-   v2f walk = { player->input_walkh->axis.value,
-                player->input_walkv->axis.value };
-
-   if( v2_length2(walk) > 0.001f )
-      v2_normalize_clamp( walk );
-
-   w->move_speed = v2_length( walk );
-
-   /* 
-    * Collision detection
-    */
-   world_instance *world = get_active_world();
-
-   len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world->rb_geo.inf.scene, manifold );
-   rb_manifold_filter_coplanar( manifold, len, 0.01f );
-   len = rb_manifold_apply_filtered( manifold, len );
-
-   v3f surface_avg = { 0.0f, 0.0f, 0.0f };
-
-   if( w->state.activity != k_walk_activity_lockedmove )
-      w->state.activity = k_walk_activity_air;
-
-   for( int i=0; i<len; i++ )
-   {
-      struct contact *ct = &manifold[i];
-      rb_debug_contact( ct );
-
-      if( player_walk_normal_standable( player, ct->n ) )
-      {
-         if( w->state.activity != k_walk_activity_lockedmove )
-            w->state.activity = k_walk_activity_ground;
-
-         v3_add( surface_avg, ct->n, surface_avg );
-      }
-
-      rb_prepare_contact( ct, k_rb_delta );
-   }
-
-   /* 
-    * Move & Friction
-    */
-   float accel_speed = 0.0f, nominal_speed = 0.0f;
-   v3f movedir;
-   v3_muls( right_dir,  walk[0], movedir );
-   v3_muladds( movedir, forward_dir, walk[1], movedir );
-
-   if( w->state.activity == k_walk_activity_ground ){
-      v3_normalize( surface_avg );
-
-      v3f tx, ty;
-      rb_tangent_basis( surface_avg, tx, ty );
-
-      if( v2_length2(walk) > 0.001f ){
-         /* clip movement to the surface */
-         float d = v3_dot(surface_avg,movedir);
-         v3_muladds( movedir, surface_avg, -d, movedir );
-      }
-
-      accel_speed = k_walk_accel;
-      nominal_speed = k_walkspeed;
-
-      /* jump */
-      if( player->input_jump->button.value ){
-         v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
-         w->state.activity = k_walk_activity_air;
-         accel_speed = k_walk_air_accel;
-         nominal_speed = k_airspeed;
-      }
-      else{
-         player_friction( player->rb.v );
-
-         struct world_surface *surf = world_contact_surface( world, manifold );
-         w->surface = surf->info.surface_prop;
-      }
-   }
-   else{
-      accel_speed = k_walk_air_accel;
-      nominal_speed = k_airspeed;
-   }
-
-   if( v2_length2(walk) > 0.001f ){
-      player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
-      v3_normalize( movedir );
-   }
-   
-   /*
-    * Resolve velocity constraints
-    */
-   for( int j=0; j<5; j++ ){
-      for( int i=0; i<len; i++ ){
-         struct contact *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( player->rb.v, ct->n );
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
-      }
-   }
-
-   /* 
-    * Depenetrate
-    */
-   v3f dt;
-   rb_depenetrate( manifold, len, dt );
-   v3_add( dt, player->rb.co, player->rb.co );
-
-   /* TODO: Stepping......
-    *
-    *        ideas; walkgrid style steps
-    */
-#if 0
-   if( w->state.activity == k_walk_activity_ground )
-   {
-      /* step */
-      float max_dist = 0.4f;
-
-      v3f pa, pb;
-      v3_copy( player->rb.co, pa );
-      pa[1] += w->collider.radius + max_dist;
-
-      v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
-      vg_line( pa, pb, 0xff000000 );
-
-      v3f n;
-      float t;
-      if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
-      {
-         if( player_walk_normal_standable( n ) )
-         {
-            v3_lerp( pa, pb, t, player->rb.co );
-            player->rb.co[1] -= w->collider.radius;
-         }
-      }
-   }
-#endif
-
-
-   /* integrate */
-   if( w->state.activity == k_walk_activity_air )
-   {
-      v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta, 
-                  player->rb.v );
-   }
-
-   v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
-   v3_add( player->rb.co, player->basis[1], mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
-
-   /* 
-    * CCD routine 
-    * ---------------------------------------------------
-    *
-    */
-   v3f lwr_prev,
-       lwr_now,
-       lwr_offs = { 0.0f, w->collider.radius, 0.0f };
-
-   v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
-   v3_add( lwr_offs, player->rb.co, lwr_now );
-
-   v3f movedelta;
-   v3_sub( player->rb.co, w->state.prev_pos, movedelta );
-
-   float movedist = v3_length( movedelta );
-
-   if( movedist > 0.3f )
-   {
-      float t, sr = w->collider.radius-0.04f;
-      v3f n;
-
-      if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 )
-      {
-         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
-         player->rb.co[1] -= w->collider.radius;
-         rb_update_transform( &player->rb );
-
-         v3_add( player->rb.co, player->basis[1], mtx[3] );
-         debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
-      }
-   }
-
-   ent_gate *gate = 
-      world_intersect_gates( world, player->rb.co, w->state.prev_pos );
-   if( gate ){
-      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
-      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
-
-      v4f transport_rotation;
-      m3x3_q( gate->transport, transport_rotation );
-      q_mul( transport_rotation, player->rb.q, player->rb.q );
-
-      rb_update_transform( &player->rb );
-
-      w->state_gate_storage = w->state;
-      player__pass_gate( player, gate );
-   }
-}
-
-VG_STATIC void player__walk_post_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-
-   m4x3f mtx;
-   m3x3_copy( player->rb.to_world, mtx );
-   v3_add( player->rb.co, player->basis[1], mtx[3] );
-
-   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
-   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
-
-   /* Calculate header */
-   v3f v;
-   if( player_xyspeed2(player) > 0.1f*0.1f )
-   {
-      v3f v_xy;
-      m3x3_mulv( player->invbasis, player->rb.v, v_xy );
-      float a = atan2f( v_xy[0], v_xy[2] );
-
-      q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
-      q_mul( player->qbasis, player->rb.q, player->rb.q );
-      q_normalize( player->rb.q );
-   }
-
-   vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
-   v3f p1;
-   v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
-   vg_line( w->state.drop_in_target, p1, VG__GREEN );
-   v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
-   vg_line( w->state.drop_in_target, p1, VG__GREEN );
-
-   vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
-   vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
-
-
-   float a = player_get_heading_yaw( player );
-   p1[0] = sinf( a );
-   p1[1] = 0.0f;
-   p1[2] = cosf( a );
-   m3x3_mulv( player->basis, p1, p1 );
-
-   v3_add( player->rb.co, p1, p1 );
-   vg_line( player->rb.co, p1, VG__PINK );
-}
-
-VG_STATIC void player__walk_animate( player_instance *player, 
-                                    player_animation *dest )
-{
-   struct player_walk *w = &player->_walk;
-   struct skeleton *sk = &player->playeravatar->sk;
-
-   {
-      float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
-            rate;
-
-      if( w->state.activity == k_walk_activity_air )
-         rate = 2.4f;
-      else
-         rate = 9.0f;
-
-      w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
-      w->blend_run = vg_lerpf( w->blend_run,
-                               w->move_speed *
-                               (1.0f + player->input_walk->button.value*0.5f),
-                               2.0f*vg.time_delta );
-   }
-
-   player_pose apose, bpose;
-
-   if( w->move_speed > 0.025f )
-   {
-      /* TODO move */
-      float walk_norm = 30.0f/(float)w->anim_walk->length,
-            run_norm  = 30.0f/(float)w->anim_run->length,
-            walk_adv  = vg_lerpf( walk_norm, run_norm, w->move_speed );
-
-      w->walk_timer += walk_adv * vg.time_delta;
-   }
-   else
-   {
-      w->walk_timer = 0.0f;
-   }
-
-   float walk_norm = (float)w->anim_walk->length/30.0f,
-         run_norm  = (float)w->anim_run->length/30.0f,
-         t = w->walk_timer,
-         l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
-         idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
-   /* walk/run */
-   skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
-   skeleton_sample_anim( sk, w->anim_run,  t*run_norm, bpose );
-
-   skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
-   /* idle */
-   skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
-   /* air */
-   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
-
-   /* Create transform */
-   rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
-   float walk_yaw = player_get_heading_yaw( player );
-
-   if( w->state.outro_anim )
-   {
-      struct player_avatar *av = player->playeravatar;
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time,
-            outro_t      = outro_time / outro_length;
-
-      /* TODO: Compression */
-      skeleton_sample_anim_clamped( sk, w->state.outro_anim, 
-                                    outro_time, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
-
-      if( w->state.outro_type == k_walk_outro_drop_in )
-      {
-         float inv_rate      = 1.0f / w->state.outro_anim->rate,
-               anim_frames   = w->state.outro_anim->length * inv_rate,
-               step_frames   = 12.0f * inv_rate,
-               commit_frames = 6.0f * inv_rate,
-               drop_frames   = anim_frames - step_frames,
-               step_t        = vg_minf( 1.0f, outro_time / step_frames ),
-               remaind_time  = vg_maxf( 0.0f, outro_time - step_frames ),
-               dop_t         = vg_minf( 1.0f, remaind_time / drop_frames ),
-               commit_t      = vg_minf( 1.0f, remaind_time / commit_frames );
-
-         walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
-                               w->state.drop_in_angle, step_t );
-
-         v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
-                  step_t, player->rb.co );
-         q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-
-         m4x3f transform, inverse;
-         q_m3x3( dest->root_q, transform );
-         v3_copy( dest->root_co, transform[3] );
-         m4x3_invert_affine( transform, inverse );
-
-         v3f anchored_pos;
-         m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
-
-         v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos, 
-                  1.0f-commit_t,
-                  dest->pose[ av->id_ik_foot_r-1 ].co );
-         
-
-         /* the drop in bit */
-         if( step_t >= 1.0f )
-         {
-            v4f final_q;
-            player_walk_drop_in_overhang_transform( player, dop_t, 
-                                                    player->rb.co, final_q );
-            q_mul( final_q, dest->root_q, dest->root_q );
-
-            v4_copy( dest->root_q, player->rb.q );
-            v3_muladds( dest->root_co, player->rb.to_world[1], 
-                        -0.1f * dop_t, dest->root_co );
-
-            skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
-            player->holdout_time = 1.0f;
-         }
-         return;
-      }
-      else
-      {
-         v3_muladds( dest->root_co, player->rb.to_world[1], 
-                     -0.1f * outro_t, dest->root_co );
-
-         skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
-         player->holdout_time = 1.0f;
-      }
-   }
-   else
-   {
-      skeleton_copy_pose( sk, apose, dest->pose );
-   }
-
-   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-   q_mul( player->qbasis, dest->root_q, dest->root_q );
-   q_normalize( dest->root_q );
-}
-
-VG_STATIC void player__walk_post_animate( player_instance *player )
-{
-   /* 
-    * Camera 
-    */
-   struct player_walk *w = &player->_walk;
-   struct player_avatar *av = player->playeravatar;
-
-   if( w->state.outro_anim )
-   {
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time,
-            outro_t      = outro_time / outro_length;
-
-      player->cam_velocity_influence = outro_t;
-   }
-   else
-      player->cam_velocity_influence = 0.0f;
-}
-
-
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
-                                                 player->rb.v[1],
-                                                 player->rb.v[2] );
-   player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
-                                                 player->rb.co[1],
-                                                 player->rb.co[2] );
-   player__debugtext( 1, "activity: %s\n",
-                           (const char *[]){ "k_walk_activity_air",
-                                             "k_walk_activity_ground",
-                                             "k_walk_activity_sleep",
-                                             "k_walk_activity_immobile",
-                                             "k_walk_activity_lockedmove" }
-                                             [w->state.activity] );
-
-   if( w->state.outro_anim )
-   {
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time;
-      player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
-   }
-}
-
-VG_STATIC void player__walk_bind( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
-
-   w->anim_idle         = skeleton_get_anim( sk, "idle_cycle+y" );
-   w->anim_walk         = skeleton_get_anim( sk, "walk+y" );
-   w->anim_run          = skeleton_get_anim( sk, "run+y" );
-   w->anim_jump         = skeleton_get_anim( sk, "jump+y" );
-   w->anim_jump_to_air  = skeleton_get_anim( sk, "jump_to_air" );
-   w->anim_drop_in      = skeleton_get_anim( sk, "drop_in" );
-   w->anim_intro        = skeleton_get_anim( sk, "into_skate" );
-}
-
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
-{
-   struct player_walk *w = &player->_walk;
-   w->state.activity = k_walk_activity_air;
-
-   v3f fwd = { 0.0f, 0.0f, 1.0f };
-   q_mulv( player->rb.q, fwd, fwd );
-   m3x3_mulv( player->invbasis, fwd, fwd );
-
-   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
-   q_mul( player->qbasis, player->rb.q, player->rb.q );
-   q_normalize( player->rb.q );
-
-   rb_update_transform( &player->rb );
-}
-
-#endif /* PLAYER_DEVICE_WALK_H */