minor improvements to jump/grind
authorhgn <hgodden00@gmail.com>
Mon, 27 Mar 2023 22:50:30 +0000 (23:50 +0100)
committerhgn <hgodden00@gmail.com>
Mon, 27 Mar 2023 22:50:30 +0000 (23:50 +0100)
maps_src/mp_gridmap.mdl
player_interface.h [deleted file]
player_model.h
player_skate.c
player_skate.h

index f7d2e41ff829a4ee59d6cfb9fd24f1b0ca4a72dc..cd1b8990e45d0f59711ec5dde2195cadcdda3392 100644 (file)
Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ
diff --git a/player_interface.h b/player_interface.h
deleted file mode 100644 (file)
index a304fbb..0000000
+++ /dev/null
@@ -1,498 +0,0 @@
-#if 0
-#ifndef PLAYER_INTERFACE_H
-#define PLAYER_INTERFACE_H
-
-#include "model.h"
-#include "camera.h"
-#include "rigidbody.h"
-#include "player_ragdoll.h"
-#include "player_model.h"
-#include "world.h"
-
-typedef struct player_device     player_device;
-typedef struct player_interface  player_interface;
-typedef struct player_device_transition player_device_transition;
-typedef mdl_keyframe player_pose[32];
-
-#define PLAYER_DEVICE_API VG_STATIC
-
-struct player_interface
-{
-   rigidbody rb;
-   camera cam;
-
-   player_device *devices[ 8 ];
-   u32 active_device, 
-       device_count;
-
-   /*
-    * Camera management
-    * ---------------------------
-    */
-   enum camera_mode
-   {
-      k_camera_mode_firstperson,
-      k_camera_mode_thirdperson
-   }
-   camera_mode;
-   float camera_type_blend;
-
-   teleport_gate *gate_waiting;
-
-   /*
-    * Input 
-    * --------------------------------
-    */
-   struct input_binding *input_js1h,
-                        *input_js1v,
-                        *input_js2h,
-                        *input_js2v,
-                        *input_jump,
-                        *input_push,
-                        *input_walk,
-                        *input_walkh,
-                        *input_walkv,
-                        *input_use,
-                        *input_reset,
-                        *input_grab,
-                        *input_camera;
-
-   /*
-    * Animation
-    * --------------------------------------------------
-    */
-
-   struct player_avatar  *playeravatar;
-   glmesh                *playermesh;
-   struct player_ragdoll  ragdoll;
-};
-
-enum player_device_event_type
-{
-   k_player_device_event_bind,
-   k_player_device_event_respawn,
-   k_player_device_event_custom_transition,
-
-   k_player_device_event_pre_update,
-   k_player_device_event_update,
-   k_player_device_event_post_update,
-   k_player_device_event_animate,
-   k_player_device_event_post_animate,
-   k_player_device_event_debug_ui,
-   k_player_device_event_restore_state,
-};
-
-/* FIXME: yo */
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-struct player_device
-{
-   const char *name;
-   int (* event )  ( player_device *dev, player_interface *player,
-                     enum player_device_event_type ev, void *data );
-
-   void          *storage;
-
-   /* animation driven */
-   player_pose    pose;
-   v3f            pose_root_co;
-   v4f            pose_root_q;
-   camera         cam_1st, cam_3rd;
-};
-
-VG_STATIC void player_interface_create_player( player_interface *inst )
-{
-   static int only_once = 0;
-   assert( only_once == 0 );
-   only_once ++;
-
-   inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
-   inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
-   inst->input_grab = vg_create_named_input( "grab",    k_input_type_axis_norm);
-   inst->input_js2h = vg_create_named_input( "grab-h",  k_input_type_axis );
-   inst->input_js2v = vg_create_named_input( "grab-v",  k_input_type_axis );
-   inst->input_jump = vg_create_named_input( "jump",    k_input_type_button );
-   inst->input_push = vg_create_named_input( "push",    k_input_type_button );
-   inst->input_walk = vg_create_named_input( "walk",    k_input_type_button );
-   inst->input_walkh= vg_create_named_input( "walk-h",  k_input_type_axis );
-   inst->input_walkv= vg_create_named_input( "walk-v",  k_input_type_axis );
-   inst->input_use  = vg_create_named_input( "use",     k_input_type_button );
-   inst->input_reset= vg_create_named_input( "reset",   k_input_type_button );
-   inst->input_camera=vg_create_named_input( "camera",  k_input_type_button );
-
-   const char *default_cfg[] = 
-   {
-      "bind  steer-h gp-ls-h",
-      "bind -steer-h a",
-      "bind +steer-h d",
-
-      "bind  steer-v gp-ls-v",
-      "bind -steer-v w",
-      "bind +steer-v s",
-
-      "bind  grab gp-rt",
-      "bind +grab shift",
-      "bind  grab-h gp-rs-h",
-      "bind  grab-v gp-rs-v",
-
-      "bind jump space",
-      "bind jump gp-a",
-
-      "bind push gp-b",
-      "bind push w",
-
-      "bind walk shift",
-      "bind walk gp-ls",
-      
-      "bind  walk-h  gp-ls-h",
-      "bind  walk-v -gp-ls-v",
-      "bind +walk-h d",
-      "bind -walk-h a",
-      "bind +walk-v w",
-      "bind -walk-v s",
-
-      "bind reset gp-lb",
-      "bind reset r",
-
-      "bind use gp-y",
-      "bind use e",
-      "bind camera c"
-   };
-
-   for( int i=0; i<vg_list_size(default_cfg); i++ )
-      vg_execute_console_input(default_cfg[i]);
-
-   v3_zero( inst->rb.co );
-   v3_zero( inst->rb.w );
-   v3_zero( inst->rb.v );
-   q_identity( inst->rb.q );
-   m4x3_identity( inst->rb.to_world );
-   m4x3_identity( inst->rb.to_local );
-}
-
-PLAYER_DEVICE_API u32 player_get_device( player_interface *player,
-                                         const char *name )
-{
-   for( u32 i=0; i<player->device_count; i++ )
-   {
-      player_device *dev = player->devices[i];
-      if( !strcmp( name, dev->name ) )
-         return i;
-   }
-
-   vg_fatal_exit_loop( "Invalid device name\n" );
-   return -1;
-}
-
-VG_STATIC void player_use_avatar( player_interface *player,
-                                  struct player_avatar *av )
-{
-   player->playeravatar = av;
-   player_setup_ragdoll_from_avatar( &player->ragdoll, av );
-}
-
-VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
-{
-   player->playermesh = mesh;
-}
-
-/* FIXME: Seperate concepts for binding and equip.
- */
-VG_STATIC void player_add_device( player_interface *player, player_device *dev )
-{
-   if( player->device_count == vg_list_size( player->devices ) )
-      vg_fatal_exit_loop( "Too many devices added\n" );
-
-   player->devices[ player->device_count ++ ] = dev;
-
-   assert( dev->event );
-   assert( dev->storage );
-
-   vg_success( "Added player device '%s'\n", dev->name );
-}
-
-VG_STATIC void player_bind( player_interface *player )
-{
-   for( int i=0; i<player->device_count; i++ )
-   {
-      player_device *dev = player->devices[i];
-      dev->event( dev, player, k_player_device_event_bind, NULL );
-   }
-}
-
-PLAYER_DEVICE_API void player_transition_to_device( player_interface *player,
-                                                    u32 id, void *data )
-{
-   assert( id < player->device_count );
-
-   player->active_device = id;
-   player_device *dev = player->devices[ player->active_device ];
-
-   dev->event( dev, player, k_player_device_event_custom_transition, data );
-   //dev->event( dev, player, k_player_device_event_pre_update, NULL );
-}
-
-VG_STATIC void player_pre_update( player_interface *player )
-{
-   if( vg_input_button_down( player->input_camera ) )
-   {
-      if( player->camera_mode == k_camera_mode_firstperson )
-         player->camera_mode = k_camera_mode_thirdperson;
-      else
-         player->camera_mode = k_camera_mode_firstperson;
-   }
-
-#if 0
-   if( vg_input_button_down( player->input_use ) )
-      player->active_device ^= 0x1;
-#endif
-
-#if 0
-   v3_copy( player->rb.co, player->prev_position );
-#endif
-
-   player_device *dev = player->devices[ player->active_device ];
-   dev->event( dev, player, k_player_device_event_pre_update, NULL );
-}
-
-VG_STATIC void player_update( player_interface *player )
-{
-   player_device *dev = player->devices[ player->active_device ];
-   dev->event( dev, player, k_player_device_event_update, NULL );
-}
-
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
-{
-   /* FIXME: Applies to main_camera directly! */
-
-   /* Pre-emptively edit the camera matrices so that the motion vectors 
-    * are correct */
-   m4x3f transport_i;
-   m4x4f transport_4;
-   m4x3_invert_affine( transport, transport_i );
-   m4x3_expand( transport_i, transport_4 );
-   m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
-   m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
-}
-
-/*
- * Applies gate transport to a player_interface
- */
-PLAYER_DEVICE_API 
-void player_pass_gate( player_interface *player, teleport_gate *gate )
-{
-   player->gate_waiting = gate;
-}
-
-VG_STATIC void player_post_update( player_interface *player )
-{
-   player_device *dev = player->devices[ player->active_device ];
-   dev->event( dev, player, k_player_device_event_post_update, NULL );
-}
-
-VG_STATIC void player_pre_render( player_interface *player )
-{
-   player_device *dev = player->devices[ player->active_device ];
-   dev->event( dev, player, k_player_device_event_animate, NULL );
-
-   /* TODO: eventually, blending code goes here */
-
-   m4x3f transform;
-   q_m3x3( dev->pose_root_q, transform );
-   v3_copy( dev->pose_root_co, transform[3] );
-
-   struct skeleton *sk = &player->playeravatar->sk;
-
-   skeleton_apply_pose( sk, dev->pose, k_anim_apply_defer_ik );
-   skeleton_apply_ik_pass( sk );
-   skeleton_apply_pose( sk, dev->pose, k_anim_apply_deffered_only );
-   skeleton_apply_inverses( sk );
-   skeleton_apply_transform( sk, transform );
-   skeleton_debug( sk );
-
-#if 0
-   if( player->dev.device->pose )
-   {
-      player->dev.device->pose( player, &player->dev, pose, transform );
-
-      struct skeleton *sk = &player->playeravatar->sk;
-
-      skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
-      skeleton_apply_ik_pass( sk );
-      skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
-      skeleton_apply_inverses( sk );
-      skeleton_apply_transform( sk, transform );
-      skeleton_debug( sk );
-   }
-#endif
-
-   dev->event( dev, player, k_player_device_event_post_animate, NULL );
-
-   /* TODO: eventually, blending code goes here */
-
-   float camera_blend_target = 1.0f;
-   if( player->camera_mode == k_camera_mode_firstperson )
-      camera_blend_target = 0.0f;
-
-   player->camera_type_blend = vg_lerpf( player->camera_type_blend, 
-                                         camera_blend_target,
-                                         5.0f * vg.frame_delta );
-
-   float t = player->camera_type_blend;
-   camera_lerp( &dev->cam_1st, &dev->cam_3rd, t, &player->cam );
-   player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
-
-   if( player->gate_waiting )
-   {
-      /* construct plane equation for reciever gate */
-      v4f plane;
-      q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
-
-      /* check camera polarity */
-      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
-      {
-         vg_success( "Plane cleared\n" );
-         player_apply_transport_to_cam( player->gate_waiting->transport );
-         player->gate_waiting = NULL;
-      }
-      else
-      {
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( player->gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
-         /* TODO: Find robust method for this */
-         v3f fwd_dir = { cosf(player->cam.angles[0]),
-                         0.0f,
-                         sinf(player->cam.angles[0])};
-         m3x3_mulv( inverse, fwd_dir, fwd_dir );
-         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
-         skeleton_apply_transform( sk, inverse );
-      }
-   }
-
-#if 0
-   v3_copy( player->dev.cam_1st.pos,    player->cam.pos );
-   v3_copy( player->dev.cam_1st.angles, player->cam.angles );
-   player->cam.fov = player->dev.cam_1st.fov;
-#endif
-}
-
-VG_STATIC void player_render( camera *cam, player_interface *player )
-{
-   shader_viewchar_use();
-   vg_tex2d_bind( &tex_characters, 0 );
-   shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( cam->transform[3] );
-   shader_viewchar_uPv( cam->mtx.pv );
-   shader_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
-                         player->playeravatar->sk.bone_count,
-                         0,
-                         (float *)player->playeravatar->sk.final_mtx );
-   
-   mesh_bind( player->playermesh );
-   mesh_draw( player->playermesh );
-}
-
-VG_STATIC void player_debugtext( int size, const char *fmt, ... )
-{
-       char buffer[ 1024 ];
-
-   va_list args;
-   va_start( args, fmt );
-   vsnprintf( buffer, 1024, fmt, args );
-   va_end( args );
-
-   ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
-       vg_uictx.cursor[1] += 14*size;
-}
-
-VG_STATIC void player_ui( player_interface *player )
-{
-   /* TODO: if debugger enabled */
-   player_device *dev = player->devices[ player->active_device ];
-
-   vg_uictx.cursor[0] = vg.window_x - 200;
-   vg_uictx.cursor[1] = 0;
-   vg_uictx.cursor[2] = 200;
-   vg_uictx.cursor[3] = 200;
-
-   struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
-
-   vg_uictx.cursor[0] = vg.window_x;
-   dev->event( dev, player, k_player_device_event_debug_ui, NULL );
-
-   b[2].co[1] = vg_uictx.cursor[1];
-   b[3].co[1] = vg_uictx.cursor[1];
-}
-
-VG_STATIC void player_spawn( player_interface *player, 
-                             struct respawn_point *rp )
-{
-   player_device *dev = player->devices[ player->active_device ];
-   v3_copy( rp->co, player->rb.co );
-#if 0
-   v3_copy( rp->co, player->prev_position );
-#endif
-   v3_zero( player->rb.v );
-   v3_zero( player->rb.w );
-   q_identity( player->rb.q );
-   rb_update_transform( &player->rb );
-
-   dev->event( dev, player, k_player_device_event_respawn, rp );
-}
-
-
-VG_STATIC void player_kill( player_interface *player )
-{
-   
-}
-
-/*
- * Apply per render-frame mouse look from player to angles
- */
-PLAYER_DEVICE_API
-void player_look( player_interface *player, v3f angles )
-{
-   angles[2] = 0.0f;
-   v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
-
-   if( vg_input.controller_should_use_trackpad_look )
-   {
-      static v2f last_input;
-      static v2f vel;
-      static v2f vel_smooth;
-
-      v2f input = { player->input_js2h->axis.value,
-                    player->input_js2v->axis.value };
-
-      if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
-      {
-         v2_sub( input, last_input, vel );
-         v2_muls( vel, 1.0f/vg.time_delta, vel );
-      }
-      else
-      {
-         v2_zero( vel );
-      }
-
-      v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-      
-      v2_muladds( angles, vel_smooth, vg.time_delta, angles );
-      v2_copy( input, last_input );
-   }
-   else
-   {
-      angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
-      angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
-   }
-
-   angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-#endif /* PLAYER_INTERFACE_H */
-#endif
index c80050373f13ccac5cf5f55aa5fa1471afed51da..2567a83aac42668c46843d73e0cb4519b27536c1 100644 (file)
@@ -28,6 +28,8 @@ struct player_avatar
        id_head,
        id_ik_foot_l,
        id_ik_foot_r,
        id_head,
        id_ik_foot_l,
        id_ik_foot_r,
+       id_ik_knee_l,
+       id_ik_knee_r,
        id_wheel_l,
        id_wheel_r,
        id_board;
        id_wheel_l,
        id_wheel_r,
        id_board;
@@ -61,6 +63,8 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
    av->id_board      = skeleton_bone_id( sk, "board" );
    av->id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
    av->id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
    av->id_board      = skeleton_bone_id( sk, "board" );
    av->id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
    av->id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
+   av->id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
+   av->id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
 }
 
 #if 0
 }
 
 #if 0
index 2ebcee2448668cbdcd0152c5c5b98a537e414069..25f87248e2deb57ae0740f1775e11aefdfd8cac0 100644 (file)
@@ -124,8 +124,10 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
       v3f tri[3];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
       v3f tri[3];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+#if 0
       if( !(surf->info.flags & k_material_flag_skate_surface) )
          continue;
       if( !(surf->info.flags & k_material_flag_skate_surface) )
          continue;
+#endif
 
       for( int j=0; j<3; j++ )
          v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
 
       for( int j=0; j<3; j++ )
          v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
@@ -266,11 +268,23 @@ too_many_samples:
    return passed_samples;
 }
 
    return passed_samples;
 }
 
-VG_STATIC int solve_prediction_for_target( player_instance *player,
-                                           v3f target, float max_angle,
-                                           struct land_prediction *p )
+VG_STATIC void reset_jump_info( jump_info *inf )
+{
+   inf->log_length = 0;
+   inf->land_dist = 0.0f;
+   inf->score = 0.0f;
+   inf->type = k_prediction_unset;
+   v3_zero( inf->apex );
+}
+
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+                                          jump_info *jumps,
+                                          v3f target, float max_angle_delta,
+                                          float gravity )
 {
 {
-   /* calculate the exact solution(s) to jump onto that grind spot */
+   struct player_skate *s = &player->_skate;
+
+   /* calculate the exact 2 solutions to jump onto that grind spot */
 
    v3f v0;
    v3_sub( target, player->rb.co, v0 );
 
    v3f v0;
    v3_sub( target, player->rb.co, v0 );
@@ -289,13 +303,46 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
-         root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+         root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
 
 
-   if( root > 0.0f )
-   {
+   int valid_count = 0;
+
+   if( root > 0.0f ){
       root = sqrtf( root );
       root = sqrtf( root );
-      float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
-            a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
+      float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+            a1 = atanf( (m*m - root) / (gravity * d[0]) );
+
+      if( fabsf(a0-a) < max_angle_delta ){
+         jump_info *inf = &jumps[ valid_count ++ ];
+         reset_jump_info( inf );
+
+         v3_muls( ax, cosf( a0 ) * m, inf->v );
+         inf->v[1] += sinf( a0 ) * m;
+         m3x3_mulv( player->basis, inf->v, inf->v );
+         inf->land_dist = d[0] / (cosf(a0)*m);
+         inf->gravity = gravity;
+      }
+
+      if( fabsf(a1-a) < max_angle_delta ){
+         jump_info *inf = &jumps[ valid_count ++ ];
+         reset_jump_info( inf );
+
+         v3_muls( ax, cosf( a1 ) * m, inf->v );
+         inf->v[1] += sinf( a1 ) * m;
+         m3x3_mulv( player->basis, inf->v, inf->v );
+         inf->land_dist = d[0] / (cosf(a1)*m);
+         inf->gravity = gravity;
+      }
+   }
+
+   return valid_count;
+}
+
+#if 0
+VG_STATIC 
+int create_jump_for_target( world_instance *world, player_instance *player,
+                            v3f target, float max_angle, jump_info *jump )
+{
 
       if( fabsf(a0-a) > fabsf(a1-a) )
          a0 = a1;
 
       if( fabsf(a0-a) > fabsf(a1-a) )
          a0 = a1;
@@ -305,17 +352,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
       /* TODO: sweep the path before chosing the smallest dist */
 
 
       /* TODO: sweep the path before chosing the smallest dist */
 
-      p->log_length = 0;
-      p->land_dist = 0.0f;
-      v3_zero( p->apex );
-      p->type = k_prediction_grind;
-
-      v3_muls( ax, cosf( a0 ) * m, p->v );
-      p->v[1] += sinf( a0 ) * m;
-      m3x3_mulv( player->basis, p->v, p->v );
-
-      p->land_dist = d[0] / (cosf(a0)*m);
 
 
+#if 0
       /* add a trace */
       for( int i=0; i<=20; i++ )
       {
       /* add a trace */
       for( int i=0; i<=20; i++ )
       {
@@ -327,12 +365,14 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
          v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
       }
 
          v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
       }
+#endif
 
       return 1;
    }
    else
       return 0;
 }
 
       return 1;
    }
    else
       return 0;
 }
+#endif
 
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
@@ -346,7 +386,7 @@ void player__approximate_best_trajectory( player_instance *player )
    v3_copy( player->rb.v, s->state.air_init_v );
    v3_copy( player->rb.co, s->state.air_init_co );
 
    v3_copy( player->rb.v, s->state.air_init_v );
    v3_copy( player->rb.co, s->state.air_init_co );
 
-   s->prediction_count = 0;
+   s->possible_jump_count = 0;
 
    v3f axis;
    v3_cross( player->rb.v, player->rb.to_world[1], axis );
 
    v3f axis;
    v3_cross( player->rb.v, player->rb.to_world[1], axis );
@@ -359,15 +399,11 @@ void player__approximate_best_trajectory( player_instance *player )
 
    struct grind_info grind;
    int grind_located = 0;
 
    struct grind_info grind;
    int grind_located = 0;
+   float grind_located_gravity = k_gravity;
 
 
-   for( int m=0;m<=30; m++ )
-   {
-      struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
-      p->log_length = 0;
-      p->land_dist = 0.0f;
-      v3_zero( p->apex );
-      p->type = k_prediction_none;
+   for( int m=0;m<=30; m++ ){
+      jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+      reset_jump_info( inf );
 
       v3f launch_co, launch_v, co0, co1;
       v3_copy( player->rb.co, launch_co );
 
       v3f launch_co, launch_v, co0, co1;
       v3_copy( player->rb.co, launch_co );
@@ -390,15 +426,13 @@ void player__approximate_best_trajectory( player_instance *player )
 
       float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
             gravity      = k_gravity * gravity_bias;
 
       float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
             gravity      = k_gravity * gravity_bias;
-      p->gravity = gravity;
-
-      v3_copy( launch_v, p->v );
+      inf->gravity = gravity;
+      v3_copy( launch_v, inf->v );
 
       m3x3f basis;
       m3x3_copy( player->basis, basis );
 
 
       m3x3f basis;
       m3x3_copy( player->basis, basis );
 
-      for( int i=1; i<=50; i++ )
-      {
+      for( int i=1; i<=50; i++ ){
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
@@ -406,17 +440,14 @@ void player__approximate_best_trajectory( player_instance *player )
          v3_add( launch_co, co1, co1 );
 
          float launch_vy = v3_dot( launch_v,basis[1] );
          v3_add( launch_co, co1, co1 );
 
          float launch_vy = v3_dot( launch_v,basis[1] );
-         if( !grind_located && (launch_vy - gravity*t < 0.0f) )
-         {
+         if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
             v3f closest;
             v3f closest;
-            if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
-            {
+            if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
                v3f ve;
                v3_copy( launch_v, ve );
                v3_muladds( ve, basis[1], -gravity * t, ve );
 
                v3f ve;
                v3_copy( launch_v, ve );
                v3_muladds( ve, basis[1], -gravity * t, ve );
 
-               if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
-               {
+               if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
                   /* check alignment */
                   v2f v0 = { v3_dot( ve, basis[0] ), 
                              v3_dot( ve, basis[2] ) },
                   /* check alignment */
                   v2f v0 = { v3_dot( ve, basis[0] ), 
                              v3_dot( ve, basis[2] ) },
@@ -428,10 +459,16 @@ void player__approximate_best_trajectory( player_instance *player )
 
                   float a = v2_dot( v0, v1 );
 
 
                   float a = v2_dot( v0, v1 );
 
-                  if( a >= cosf( VG_PIf * 0.185f ) )
-                  {
+#if 0
+                  if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
+#endif
                      grind_located = 1;
                      grind_located = 1;
+                     grind_located_gravity = inf->gravity;
+
+                     vg_success( "Grind located\n" );
+#if 0
                   }
                   }
+#endif
                }
             }
          }
                }
             }
          }
@@ -451,65 +488,115 @@ void player__approximate_best_trajectory( player_instance *player )
          v3f n;
 
          int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
          v3f n;
 
          int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
-         if( idx != -1 )
-         {
+         if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
             v3f co;
             v3_lerp( co0, co1, t1, co );
-            v3_copy( co, p->log[ p->log_length ++ ] ); 
+            v3_copy( co, inf->log[ inf->log_length ++ ] ); 
+
+            v3_copy( n, inf->n );
+            u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
+            struct world_surface *surf = world_tri_index_surface(world, tri[0]);
+
+#if 0
+            v3f v0, v1;
+            v3f pa, pb, pc;
 
 
-            v3_copy( n, p->n );
-            p->type = k_prediction_land;
+            v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
+            v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
+            v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
+
+            v3_sub( pb, pa, v0 );
+            v3_sub( pc, pa, v1 );
+            v3_cross( v0, v1, inf->n );
+            v3_normalize( inf->n );
+#endif
+
+            inf->type = k_prediction_land;
 
             v3f ve;
             v3_copy( launch_v, ve );
             v3_muladds( ve, player->basis[1], -gravity * t, ve );
 
 
             v3f ve;
             v3_copy( launch_v, ve );
             v3_muladds( ve, player->basis[1], -gravity * t, ve );
 
-            struct grind_info replace_grind;
-            if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
-            {
-               v3_copy( replace_grind.n, p->n );
-               p->type = k_prediction_grind;
-            }
-
-            p->score = -v3_dot( ve, p->n );
-            p->land_dist = t + k_trace_delta * t1;
+            inf->score = -v3_dot( ve, inf->n );
+            inf->land_dist = t + k_trace_delta * t1;
 
 
-            u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
-            struct world_surface *surf = 
-               world_tri_index_surface( world, vert_index );
             
             /* Bias prediction towords ramps */
             if( !(surf->info.flags & k_material_flag_skate_surface) )
             
             /* Bias prediction towords ramps */
             if( !(surf->info.flags & k_material_flag_skate_surface) )
-               p->score *= 10.0f;
+               inf->score *= 10.0f;
 
             break;
          }
          
          if( i % 3 == 0 )
 
             break;
          }
          
          if( i % 3 == 0 )
-            v3_copy( co1, p->log[ p->log_length ++ ] ); 
+            v3_copy( co1, inf->log[ inf->log_length ++ ] ); 
 
          v3_copy( co1, co0 );
       }
 
 
          v3_copy( co1, co0 );
       }
 
-      if( p->type == k_prediction_none )
-         s->prediction_count --;
+      if( inf->type == k_prediction_unset )
+         s->possible_jump_count --;
    }
 
    if( grind_located ){
    }
 
    if( grind_located ){
-      /* calculate the exact solution(s) to jump onto that grind spot */
-      struct land_prediction *p = &s->predictions[ s->prediction_count ];
-      p->gravity = k_gravity;
+      jump_info grind_jumps[2];
+      
+      int valid_count = 
+         create_jumps_to_hit_target( player, grind_jumps, grind.co, 
+                                     0.25f*VG_PIf, grind_located_gravity );
+
+      for( int i=0; i<valid_count; i++ ){
+         jump_info *jump = &grind_jumps[i];
+         jump->type = k_prediction_grind;
+
+         v3f launch_v, launch_co, co0, co1;
 
 
-      if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
-         v3_copy( grind.n, p->n );
+         v3_copy( jump->v, launch_v );
+         v3_copy( player->rb.co, launch_co );
+
+         m3x3f basis;
+         m3x3_copy( player->basis, basis );
+         
+         float t = 0.05f * jump->land_dist;
+         v3_muls( launch_v, t, co0 );
+         v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+         v3_add( launch_co, co0, co0 );
+
+         /* rough scan to make sure we dont collide with anything */
+         for( int j=1; j<=16; j++ ){
+            t  = (float)j*(1.0f/16.0f);
+            t *= 0.9f;
+            t += 0.05f;
+            t *= jump->land_dist;
+
+            v3_muls( launch_v, t, co1 );
+            v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+            v3_add( launch_co, co1, co1 );
+            
+            float t1;
+            v3f n;
+
+            int idx = spherecast_world( world, co0,co1,
+                                        k_board_radius*0.5f, &t1, n);
+            if( idx != -1 ){
+               goto invalidated_grind;
+            }
+
+            v3_copy( co1, co0 );
+         }
+
+         v3_copy( grind.n, jump->n );
 
          /* determine score */
          v3f ve;
 
          /* determine score */
          v3f ve;
-         v3_copy( p->v, ve );
-         v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
-         p->score = -v3_dot( ve, grind.n ) * 0.85f;
+         v3_copy( jump->v, ve );
+         v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+         jump->score = -v3_dot( ve, grind.n ) * 0.9f;
 
 
-         s->prediction_count ++;
+         s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+
+         continue;
+invalidated_grind:;
       }
    }
 
       }
    }
 
@@ -517,35 +604,35 @@ void player__approximate_best_trajectory( player_instance *player )
    float score_min =  INFINITY,
          score_max = -INFINITY;
 
    float score_min =  INFINITY,
          score_max = -INFINITY;
 
-   struct land_prediction *best = NULL;
+   jump_info *best = NULL;
 
 
-   for( int i=0; i<s->prediction_count; i ++ ){
-      struct land_prediction *p = &s->predictions[i];
+   for( int i=0; i<s->possible_jump_count; i ++ ){
+      jump_info *jump = &s->possible_jumps[i];
 
 
-      if( p->score < score_min )
-         best = p;
+      if( jump->score < score_min )
+         best = jump;
 
 
-      score_min = vg_minf( score_min, p->score );
-      score_max = vg_maxf( score_max, p->score );
+      score_min = vg_minf( score_min, jump->score );
+      score_max = vg_maxf( score_max, jump->score );
    }
 
    }
 
-   for( int i=0; i<s->prediction_count; i ++ ){
-      struct land_prediction *p = &s->predictions[i];
-      float s = p->score;
+   for( int i=0; i<s->possible_jump_count; i ++ ){
+      jump_info *jump = &s->possible_jumps[i];
+      float s = jump->score;
 
       s -= score_min;
       s /= (score_max-score_min);
       s  = 1.0f - s;
 
 
       s -= score_min;
       s /= (score_max-score_min);
       s  = 1.0f - s;
 
-      p->score = s;
-      p->colour = s * 255.0f;
+      jump->score = s;
+      jump->colour = s * 255.0f;
 
 
-      if( p == best )
-         p->colour <<= 16;
-      else if( p->type == k_prediction_land )
-         p->colour <<= 8;
+      if( jump == best )
+         jump->colour <<= 16;
+      else if( jump->type == k_prediction_land )
+         jump->colour <<= 8;
       
       
-      p->colour |= 0xff000000;
+      jump->colour |= 0xff000000;
    }
 
    if( best ){
    }
 
    if( best ){
@@ -838,11 +925,15 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
-      v3_copy( player->rb.v, jumpdir );
-      v3_normalize( jumpdir );
-      v3_muls( jumpdir, 1.0f-dir, jumpdir );
-      v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
-      v3_normalize( jumpdir );
+      if( s->state.activity == k_skate_activity_ground ){
+         v3_copy( player->rb.v, jumpdir );
+         v3_normalize( jumpdir );
+         v3_muls( jumpdir, 1.0f-dir, jumpdir );
+         v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+         v3_normalize( jumpdir );
+      }else{
+         v3_copy( s->state.up_dir, jumpdir );
+      }
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
@@ -1037,25 +1128,23 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
 {
    struct player_skate *s = &player->_skate;
 
-   for( int i=0; i<s->prediction_count; i++ )
-   {
-      struct land_prediction *p = &s->predictions[i];
+   for( int i=0; i<s->possible_jump_count; i++ ){
+      jump_info *jump = &s->possible_jumps[i];
       
       
-      for( int j=0; j<p->log_length - 1; j ++ )
-      {
-         float brightness = p->score*p->score*p->score;
+      for( int j=0; j<jump->log_length - 1; j ++ ){
+         float brightness = jump->score*jump->score*jump->score;
          v3f p1;
          v3f p1;
-         v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
-         vg_line( p->log[j], p1, p->colour );
+         v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+         vg_line( jump->log[j], p1, jump->colour );
       }
 
       }
 
-      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+      vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
 
       v3f p1;
 
       v3f p1;
-      v3_add( p->log[p->log_length-1], p->n, p1 );
-      vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+      v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+      vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
 
 
-      vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+      vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
    }
 
 #if 0
    }
 
 #if 0
@@ -1265,30 +1354,24 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
 
 
    int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
 
-   if( s->state.manual_direction == 0 )
-   {
+   if( s->state.manual_direction == 0 ){
       if( (player->input_js1v->axis.value > 0.7f) && 
           (s->state.activity == k_skate_activity_ground) &&
           (s->state.jump_charge <= 0.01f) )
          s->state.manual_direction = reverse_dir;
    }
       if( (player->input_js1v->axis.value > 0.7f) && 
           (s->state.activity == k_skate_activity_ground) &&
           (s->state.jump_charge <= 0.01f) )
          s->state.manual_direction = reverse_dir;
    }
-   else
-   {
-      if( player->input_js1v->axis.value < 0.1f )
-      {
+   else{
+      if( player->input_js1v->axis.value < 0.1f ){
          s->state.manual_direction = 0;
       }
          s->state.manual_direction = 0;
       }
-      else
-      {
-         if( reverse_dir != s->state.manual_direction )
-         {
+      else{
+         if( reverse_dir != s->state.manual_direction ){
             return;
          }
       }
    }
 
             return;
          }
       }
    }
 
-   if( s->state.manual_direction )
-   {
+   if( s->state.manual_direction ){
       float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
       s->weight_distribution[2] = k_board_length * amt * 
                                           (float)s->state.manual_direction;
       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;
@@ -1296,8 +1379,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    /* TODO: Fall back on land normal */
    /* TODO: Lerp weight distribution */
 
    /* TODO: Fall back on land normal */
    /* TODO: Lerp weight distribution */
-   if( s->state.manual_direction )
-   {
+   if( s->state.manual_direction ){
       v3f plane_z;
 
       m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
       v3f plane_z;
 
       m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
@@ -1328,8 +1410,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity == k_skate_activity_ground )
-   {
+   if( s->state.activity == k_skate_activity_ground ){
       v3f target;
       v3_copy( s->surface_picture, target );
 
       v3f target;
       v3_copy( s->surface_picture, target );
 
@@ -1905,6 +1986,40 @@ VG_STATIC void player__skate_update( player_instance *player )
       }
    };
 
       }
    };
 
+   float slap = 0.0f;
+
+   if( s->state.activity == k_skate_activity_air ){
+
+      float min_dist = 0.6f;
+      for( int i=0; i<2; i++ ){
+         v3f wpos, closest;
+         m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+         if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+            min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+         }
+      }
+      min_dist -= 0.2f;
+      float o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
+
+#if 0
+      float jump_t = vg.time - s->state.jump_time;
+            jump_t = vg_minf( o, 1.0f );
+#endif
+
+      slap = o*0.3f;//vg_minf((1.0f-fabsf(2.0f*jump_t-1.0f))*8.0f,1.0f) * 0.3f;
+      wheels[0].pos[1] = slap;
+      wheels[1].pos[1] = slap;
+   }
+   s->slap = slap;
+
+
+
+
+
+
+
+
    const int k_wheel_count = 2;
 
    s->substep = k_rb_delta;
    const int k_wheel_count = 2;
 
    s->substep = k_rb_delta;
@@ -1920,15 +2035,13 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    /* check if we can enter or continue grind */
    enum skate_activity grindable_activity = skate_availible_grind( player );
 
    /* check if we can enter or continue grind */
    enum skate_activity grindable_activity = skate_availible_grind( player );
-   if( grindable_activity != k_skate_activity_undefined )
-   {
+   if( grindable_activity != k_skate_activity_undefined ){
       s->state.activity = grindable_activity;
       goto grinding;
    }
 
    int contact_count = 0;
       s->state.activity = grindable_activity;
       goto grinding;
    }
 
    int contact_count = 0;
-   for( int i=0; i<2; i++ )
-   {
+   for( int i=0; i<2; i++ ){
       v3f normal, axel;
       v3_copy( player->rb.to_world[0], axel );
 
       v3f normal, axel;
       v3_copy( player->rb.to_world[0], axel );
 
@@ -1947,8 +2060,7 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
-   if( contact_count )
-   {
+   if( contact_count ){
       s->state.activity = k_skate_activity_ground;
       s->state.gravity_bias = k_gravity;
       v3_normalize( s->surface_picture );
       s->state.activity = k_skate_activity_ground;
       s->state.gravity_bias = k_gravity;
       v3_normalize( s->surface_picture );
@@ -1956,8 +2068,7 @@ VG_STATIC void player__skate_update( player_instance *player )
       skate_apply_friction_model( player );
       skate_weight_distribute( player );
    }
       skate_apply_friction_model( player );
       skate_weight_distribute( player );
    }
-   else
-   {
+   else{
       s->state.activity = k_skate_activity_air;
       v3_zero( s->weight_distribution );
       skate_apply_air_model( player );
       s->state.activity = k_skate_activity_air;
       v3_zero( s->weight_distribution );
       skate_apply_air_model( player );
@@ -1969,8 +2080,7 @@ grinding:;
       wheels[1].state = k_collider_state_disabled;
    if( s->state.activity == k_skate_activity_grind_front50 )
       wheels[0].state = k_collider_state_disabled;
       wheels[1].state = k_collider_state_disabled;
    if( s->state.activity == k_skate_activity_grind_front50 )
       wheels[0].state = k_collider_state_disabled;
-   if( s->state.activity == k_skate_activity_grind_5050 )
-   {
+   if( s->state.activity == k_skate_activity_grind_5050 ){
       wheels[0].state = k_collider_state_disabled;
       wheels[1].state = k_collider_state_disabled;
    }
       wheels[0].state = k_collider_state_disabled;
       wheels[1].state = k_collider_state_disabled;
    }
@@ -2023,8 +2133,7 @@ begin_collision:;
    /* calculate the minimum time we can move */
    float max_time = s->substep;
 
    /* calculate the minimum time we can move */
    float max_time = s->substep;
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
@@ -2055,8 +2164,7 @@ begin_collision:;
 
    /* integrate */
    v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
 
    /* integrate */
    v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
-   if( v3_length2( player->rb.w ) > 0.0f )
-   {
+   if( v3_length2( player->rb.w ) > 0.0f ){
       v4f rotation;
       v3f axis;
       v3_copy( player->rb.w, axis );
       v4f rotation;
       v3f axis;
       v3_copy( player->rb.w, axis );
@@ -2105,8 +2213,7 @@ begin_collision:;
     * --------------------------------------------------------------------------
     */
 
     * --------------------------------------------------------------------------
     */
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
@@ -2133,7 +2240,7 @@ begin_collision:;
    v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
    v3_muls( player->rb.to_world[1],  1.0f, mtx[2] );
    v3_muladds( player->rb.to_world[3], player->rb.to_world[1], 
    v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
    v3_muls( player->rb.to_world[1],  1.0f, mtx[2] );
    v3_muladds( player->rb.to_world[3], player->rb.to_world[1], 
-               grind_radius + k_board_radius*0.25f, mtx[3] );
+               grind_radius + k_board_radius*0.25f+slap, mtx[3] );
 
    rb_ct *cman = &manifold[manifold_len];
 
 
    rb_ct *cman = &manifold[manifold_len];
 
@@ -2151,8 +2258,7 @@ begin_collision:;
    debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
 
    /* add limits */
    debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
 
    /* add limits */
-   for( int i=0; i<s->limit_count; i++ )
-   {
+   for( int i=0; i<s->limit_count; i++ ){
       struct grind_limit *limit = &s->limits[i];
       rb_ct *ct = &manifold[ manifold_len ++ ];
       m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
       struct grind_limit *limit = &s->limits[i];
       rb_ct *ct = &manifold[ manifold_len ++ ];
       m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
@@ -2171,8 +2277,7 @@ begin_collision:;
    m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
    vg_line_pt3( world_cog, 0.02f, VG__BLACK );
 
    m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
    vg_line_pt3( world_cog, 0.02f, VG__BLACK );
 
-   for( int i=0; i<manifold_len; i ++ )
-   {
+   for( int i=0; i<manifold_len; i ++ ){
       rb_prepare_contact( &manifold[i], s->substep_delta );
       rb_debug_contact( &manifold[i] );
    }
       rb_prepare_contact( &manifold[i], s->substep_delta );
       rb_debug_contact( &manifold[i] );
    }
@@ -2202,10 +2307,8 @@ begin_collision:;
    m3x3_mul( iI, player->rb.to_local, iIw );
    m3x3_mul( player->rb.to_world, iIw, iIw );
 
    m3x3_mul( iI, player->rb.to_local, iIw );
    m3x3_mul( player->rb.to_world, iIw, iIw );
 
-   for( int j=0; j<10; j++ )
-   {
-      for( int i=0; i<manifold_len; i++ )
-      {
+   for( int j=0; j<10; j++ ){
+      for( int i=0; i<manifold_len; i++ ){
          /* 
           * regular dance; calculate velocity & total mass, apply impulse.
           */
          /* 
           * regular dance; calculate velocity & total mass, apply impulse.
           */
@@ -2313,16 +2416,13 @@ begin_collision:;
       stick_frames = 0;
 
 
       stick_frames = 0;
 
 
-   if( stick_frames == 4 )
-   {
+   if( stick_frames == 4 ){
       audio_lock();
       audio_lock();
-      if( (fabsf(s->state.slip) > 0.75f) )
-      {
+      if( (fabsf(s->state.slip) > 0.75f) ){
          audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
                            40.0f, 1.0f );
       }
          audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
                            40.0f, 1.0f );
       }
-      else
-      {
+      else{
          audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
                            40.0f, 1.0f );
       }
          audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
                            40.0f, 1.0f );
       }
@@ -2597,6 +2697,9 @@ VG_STATIC void player__skate_animate( player_instance *player,
       mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
                    *kf_foot_l   = &dest->pose[av->id_ik_foot_l-1],
                    *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
       mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
                    *kf_foot_l   = &dest->pose[av->id_ik_foot_l-1],
                    *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
+                   *kf_knee_l   = &dest->pose[av->id_ik_knee_l-1],
+                   *kf_knee_r   = &dest->pose[av->id_ik_knee_r-1],
+                   *kf_hip      = &dest->pose[av->id_hip],
                    *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
                                     &dest->pose[av->id_wheel_l-1] };
 
                    *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
                                     &dest->pose[av->id_wheel_l-1] };
 
@@ -2632,17 +2735,23 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_normalize( kf_board->q );
 
       /* foot weight distribution */
       q_normalize( kf_board->q );
 
       /* foot weight distribution */
-      if( s->blend_weight > 0.0f )
-      {
+      if( s->blend_weight > 0.0f ){
          kf_foot_l->co[2] += s->blend_weight * 0.2f;
          kf_foot_r->co[2] += s->blend_weight * 0.1f;
       }
          kf_foot_l->co[2] += s->blend_weight * 0.2f;
          kf_foot_r->co[2] += s->blend_weight * 0.1f;
       }
-      else
-      {
+      else{
          kf_foot_r->co[2] += s->blend_weight * 0.3f;
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
 
          kf_foot_r->co[2] += s->blend_weight * 0.3f;
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
 
+      kf_foot_l->co[1] += s->slap;
+      kf_foot_r->co[1] += s->slap;
+      kf_knee_l->co[1] += s->slap;
+      kf_knee_r->co[1] += s->slap;
+      kf_board->co[1] += s->slap;
+      kf_hip->co[1] += s->slap * 0.25f;
+      
+
       /* truck rotation */
       for( int i=0; i<2; i++ )
       {
       /* truck rotation */
       for( int i=0; i<2; i++ )
       {
index f1661d53c87c881c447263ecfe0ccc2d51927200..d4900dd8d24fa476109236aa224192428cf9046b 100644 (file)
@@ -5,6 +5,8 @@
 
 #define SKATE_CCD
 
 
 #define SKATE_CCD
 
+typedef struct jump_info jump_info;
+
 struct player_skate
 {
    struct
 struct player_skate
 {
    struct
@@ -42,14 +44,7 @@ struct player_skate
       v3f   trick_vel,     /* measured in units of TAU/s */
             trick_euler;   /* measured in units of TAU */
       float trick_time;
       v3f   trick_vel,     /* measured in units of TAU/s */
             trick_euler;   /* measured in units of TAU */
       float trick_time;
-
-
       float gravity_bias;
       float gravity_bias;
-#if 0
-      m3x3f velocity_bias,
-            velocity_bias_pstep;
-      v3f apex;
-#endif
 
       v3f up_dir;
       v3f head_position;
 
       v3f up_dir;
       v3f head_position;
@@ -100,6 +95,8 @@ struct player_skate
          blend_airdir,
          blend_weight;
 
          blend_airdir,
          blend_weight;
 
+   float slap;
+
    /* vectors representing the direction of the axels in localspace */
    v3f truckv0[2];
    v2f wobble;
    /* vectors representing the direction of the axels in localspace */
    v3f truckv0[2];
    v2f wobble;
@@ -115,7 +112,7 @@ struct player_skate
    float substep,
          substep_delta;
 
    float substep,
          substep_delta;
 
-   struct land_prediction
+   struct jump_info
    {
       v3f   log[50];
       v3f   n;
    {
       v3f   log[50];
       v3f   n;
@@ -131,6 +128,7 @@ struct player_skate
       enum prediction_type
       {
          k_prediction_none,
       enum prediction_type
       {
          k_prediction_none,
+         k_prediction_unset,
          k_prediction_land,
          k_prediction_grind
       }
          k_prediction_land,
          k_prediction_grind
       }
@@ -138,8 +136,9 @@ struct player_skate
 
       u32   colour;
    }
 
       u32   colour;
    }
-   predictions[32];
-   u32 prediction_count;
+   possible_jumps[36];
+   u32 possible_jump_count;
+
    float land_dist;
    v3f land_normal;
 
    float land_dist;
    v3f land_normal;