move registration order
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
diff --git a/player_walk.c b/player_walk.c
deleted file mode 100644 (file)
index b892634..0000000
+++ /dev/null
@@ -1,1213 +0,0 @@
-#include "vg/vg_rigidbody_collision.h"
-
-#include "skaterift.h"
-#include "player_walk.h"
-#include "player_skate.h"
-#include "player_dead.h"
-#include "player.h"
-#include "input.h"
-#include "audio.h"
-#include "scene_rigidbody.h"
-
-struct player_walk player_walk;
-struct player_subsystem_interface player_subsystem_walk = 
-{
-   .system_register = player__walk_register,
-   .bind = player__walk_bind,
-   .pre_update = player__walk_pre_update,
-   .update = player__walk_update,
-   .post_update = player__walk_post_update,
-   .im_gui = player__walk_im_gui,
-   .animate = player__walk_animate,
-   .post_animate = player__walk_post_animate,
-   .pose = player__walk_pose,
-   .network_animator_exchange = player__walk_animator_exchange,
-
-   .animator_data = &player_walk.animator,
-   .animator_size = sizeof(player_walk.animator),
-   .name = "Walk"
-};
-
-
-static void player_walk_drop_in_vector( v3f vec ){
-   v3f axis, init_dir;
-   v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
-   v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
-   v3_normalize( init_dir );
-   v3_muls( init_dir, 4.25f, vec );
-}
-
-static float player_xyspeed2(void){
-   return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
-}
-
-static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
-   localplayer.subsystem = k_player_subsystem_skate;
-
-   v3f v;
-
-   if( player_xyspeed2() < 0.1f * 0.1f )
-      q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
-   else
-      v3_copy( localplayer.rb.v, v );
-
-   player_skate.state.activity_prev = k_skate_activity_ground;
-   player_skate.state.activity = init;
-
-   v3f dir;
-   v3_copy( v, dir );
-   v3_normalize( dir );
-
-   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
-                 atan2f(-dir[0],-dir[2]) );
-   q_normalize( localplayer.rb.q );
-
-   q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
-   v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
-
-   v3_copy( v, player_skate.state.cog_v );
-   v3_copy( v, localplayer.rb.v );
-
-   player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
-   player__skate_reset_animator();
-   player__skate_clear_mechanics();
-   rb_update_matrices( &localplayer.rb );
-   v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
-
-   if( init == k_skate_activity_air )
-      player__approximate_best_trajectory();
-}
-
-static void player_walk_drop_in_to_skate(void){
-   localplayer.immobile = 0;
-   localplayer.subsystem = k_player_subsystem_skate;
-
-   player_skate.state.activity_prev = k_skate_activity_ground;
-   player_skate.state.activity = k_skate_activity_ground;
-
-   player__begin_holdout( (v3f){0,0,0} );
-   player__skate_clear_mechanics();
-   player__skate_reset_animator();
-
-   v3f init_velocity;
-   player_walk_drop_in_vector( init_velocity );
-
-   rb_update_matrices( &localplayer.rb );
-   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, 
-               player_skate.state.cog );
-   v3_copy( init_velocity, player_skate.state.cog_v );
-   v3_copy( init_velocity, localplayer.rb.v );
-   v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
-   v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0}, 
-            player_skate.state.trick_euler );
-}
-
-static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
-   v3f axis;
-   v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
-   v3_normalize( axis );
-
-   float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
-   q_axis_angle( q, axis, a );
-
-   float l = t * 0.5f,
-         heading_angle = player_walk.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( player_walk.state.drop_in_target, overhang, co );
-}
-
-static int player_walk_scan_for_drop_in(void){
-   world_instance *world = world_current_instance();
-
-   v3f dir, center;
-   q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
-   v3_muladds( localplayer.rb.co, localplayer.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   ( localplayer.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, 0 ) ){
-         vg_line( pos, ray->pos, VG__RED );
-         vg_line_point( 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( localplayer.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, localplayer.rb.co );
-
-      v3f edge;
-      if( plane_intersect3( pa, pb, pc, edge ) ){
-         v3_copy( edge, player_walk.state.drop_in_target );
-         v3_copy( s1->normal, player_walk.state.drop_in_normal );
-         v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
-
-         player_walk.state.drop_in_start_angle = player_get_heading_yaw();
-         player_walk.state.drop_in_angle = 
-            atan2f( player_walk.state.drop_in_normal[0],
-                    player_walk.state.drop_in_normal[2] );
-
-         /* TODO: scan multiple of these? */
-         v3f oco;
-         v4f oq;
-         player_walk_drop_in_overhang_transform( 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, 0 ) ){
-            vg_line( va, vb, VG__RED );
-            vg_line_point( 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, 0 ) ){
-            vg_line( va, vb, VG__RED );
-            vg_line_point( ray.pos, 0.1f, VG__RED );
-            vg_error( "invalidated\n" );
-            return 0;
-         }
-
-         player_walk_drop_in_vector( localplayer.rb.v );
-         return 1;
-      }
-      else{
-         vg_error( "failed to find intersection of drop in\n" );
-      }
-   }
-
-   return 0;
-}
-
-static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t, 
-                                    f32 speed ){
-   f32 length = (f32)(anim->length-1) / anim->rate;
-   *t += (vg.time_delta * speed) / length;
-
-   if( *t >= 1.0f ) return 1;
-   else             return 0;
-}
-
-static void player_walk_pre_sit(void){
-   struct player_walk *w = &player_walk;
-
-   v2f steer;
-   joystick_state( k_srjoystick_steer, steer );
-
-   vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
-
-   if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
-       button_down(k_srbind_jump) ){
-      w->state.activity = k_walk_activity_sit_up;
-   }
-   return;
-}
-
-static void player_walk_pre_sit_up(void){
-   struct player_walk *w = &player_walk;
-   
-   if( w->state.transition_t > 0.0f )
-      vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
-   else 
-      w->state.activity = k_walk_activity_ground;
-
-   if( button_down(k_srbind_sit) )
-      w->state.activity = k_walk_activity_sit;
-
-   return;
-}
-
-static void player_walk_pre_ground(void){
-   struct player_walk *w = &player_walk;
-
-   if( button_down(k_srbind_sit) ){
-      v3_zero( localplayer.rb.v );
-      w->state.activity = k_walk_activity_sit;
-      w->state.transition_t = 0.0f;
-      return;
-   }
-
-   if( button_down( k_srbind_use ) ){
-      if( player_walk_scan_for_drop_in() ){
-         w->state.activity = k_walk_activity_odrop_in;
-      }
-      else{
-         w->state.activity = k_walk_activity_oregular;
-      }
-
-      w->state.transition_t = 0.0f;
-   }
-
-   if( button_down( k_srbind_jump ) ){
-      w->state.jump_queued = 1;
-      w->state.jump_input_time = vg.time;
-   }
-}
-
-static void player_walk_pre_air(void){
-   struct player_walk *w = &player_walk;
-   if( button_down( k_srbind_use ) ){
-      w->state.activity = k_walk_activity_oair;
-      w->state.transition_t = 0.0f;
-   }
-
-   if( button_down( k_srbind_jump ) ){
-      w->state.jump_queued = 1;
-      w->state.jump_input_time = vg.time;
-   }
-}
-
-static void player_walk_pre_drop_in(void){
-   struct player_walk *w = &player_walk;
-   bool finished = player__preupdate_anim( w->anim_drop_in, 
-                                          &w->state.transition_t, 1.0f );
-   if( finished )
-      player_walk_drop_in_to_skate();
-}
-
-static void player_walk_pre_caveman(void){
-   struct player_walk *w = &player_walk;
-   bool finished = player__preupdate_anim( w->anim_jump_to_air,
-                                          &w->state.transition_t, 1.0f );
-   if( finished ){
-      player_walk_generic_to_skate( k_skate_activity_air, 
-                                    player_walk.animator.board_yaw );
-   }
-}
-
-static void player_walk_pre_running_start(void){
-   struct player_walk *w = &player_walk;
-   bool finished = player__preupdate_anim( w->anim_intro, 
-                                          &w->state.transition_t, 1.0f );
-   if( finished ){
-      /* TODO: get the derivative of the last keyframes to calculate new
-       * velocity for player */
-      player_walk_generic_to_skate( k_skate_activity_ground, 
-                                    player_walk.animator.board_yaw+1.0f );
-   }
-}
-
-static void player_walk_pre_popoff(void){
-   struct player_walk *w = &player_walk;
-   bool finished = player__preupdate_anim( w->anim_popoff, 
-                                          &w->state.transition_t, 1.0f );
-
-   if( finished ){
-      w->state.activity = k_walk_activity_ground;
-      w->animator.board_yaw += 1.0f;
-   }
-}
-
-void player__walk_pre_update(void){
-   struct player_walk *w = &player_walk;
-
-   if( localplayer.immobile ) return;
-   else player_look( localplayer.angles, skaterift.time_rate );
-
-   enum walk_activity a = w->state.activity;
-
-   if     ( a == k_walk_activity_sit )       player_walk_pre_sit();
-   else if( a == k_walk_activity_sit_up )    player_walk_pre_sit_up();
-   else if( a == k_walk_activity_ground )    player_walk_pre_ground();
-   else if( a == k_walk_activity_air )       player_walk_pre_air();
-   else if( a == k_walk_activity_odrop_in )  player_walk_pre_drop_in();
-   else if( a == k_walk_activity_oair )      player_walk_pre_caveman();
-   else if( a == k_walk_activity_oregular )  player_walk_pre_running_start();
-   else if( a == k_walk_activity_ipopoff )   player_walk_pre_popoff();
-}
-
-static int player_walk_normal_standable( v3f n ){
-   return n[1] > 0.70710678118f;
-}
-
-static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
-   float currentspeed = v3_dot( v, movedir ),
-         addspeed     = speed - currentspeed;
-
-   if( addspeed <= 0 )
-      return;
-
-   float accelspeed = accel * vg.time_fixed_delta * speed;
-
-   if( accelspeed > addspeed )
-      accelspeed = addspeed;
-
-   v3_muladds( v, movedir, accelspeed, v );
-}
-
-static void player_friction( v3f v, f32 friction ){
-   float speed = v3_length( v ),
-         drop  = 0.0f,
-         control = vg_maxf( speed, k_stopspeed );
-
-   if( speed < 0.04f )
-      return;
-
-   drop += control * friction * vg.time_fixed_delta;
-
-   float newspeed = vg_maxf( 0.0f, speed - drop );
-   newspeed /= speed;
-
-   v3_muls( v, newspeed, v );
-}
-
-static void player_walk_custom_filter( world_instance *world,
-                                          rb_ct *man, int len, f32 w ){
-   for( int i=0; i<len; i++ ){
-      rb_ct *ci = &man[i];
-      if( ci->type == k_contact_type_disabled ||
-          ci->type == k_contact_type_edge ) 
-         continue;
-
-
-      float d1 = v3_dot( ci->co, ci->n );
-
-      for( int j=0; j<len; j++ ){
-         if( j == i )
-            continue;
-
-         rb_ct *cj = &man[j];
-         if( cj->type == k_contact_type_disabled ) 
-            continue;
-
-         struct world_surface *si = world_contact_surface( world, ci ),
-                              *sj = world_contact_surface( world, cj );
-
-         if(  (sj->info.flags & k_material_flag_walking) &&
-             !(si->info.flags & k_material_flag_walking)){
-            continue;
-         }
-         
-         float d2 = v3_dot( cj->co, ci->n ),
-               d  = d2-d1;
-
-         if( fabsf( d ) <= w ){
-            cj->type = k_contact_type_disabled;
-         }
-      }
-   }
-}
-
-static void player_walk_update_generic(void){
-   struct player_walk *w = &player_walk;
-
-   if( (w->state.activity != k_walk_activity_oregular) &&
-       (w->state.activity != k_walk_activity_oair) ){
-      joystick_state( k_srjoystick_steer, w->state.steer );
-      w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
-      if( v2_length2(w->state.steer)>1.0f )
-         v2_normalize(w->state.steer);
-   }
-
-   v3_copy( localplayer.rb.co, w->state.prev_pos );
-   v3_zero( localplayer.rb.w );
-
-   world_instance *world = world_current_instance();
-
-   if( world->water.enabled ){
-      if( localplayer.rb.co[1]+0.4f < world->water.height ){
-         player__networked_sfx( k_player_subsystem_walk, 32, 
-                                k_player_walk_soundeffect_splash,
-                                localplayer.rb.co, 1.0f );
-         vg_info( "player fell of due to walking into walker\n" );
-         player__dead_transition( k_player_die_type_generic );
-         return;
-      }
-   }
-
-   enum walk_activity prev_state = w->state.activity;
-
-   w->collider.h = 2.0f;
-   w->collider.r = 0.3f;
-
-   m4x3f mtx;
-   m3x3_copy( localplayer.rb.to_world, mtx );
-   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-
-   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
-
-   rb_ct manifold[64];
-   int len;
-
-   float yaw = localplayer.angles[0];
-
-   v3f forward_dir = { -sinf(yaw),         0.0f,  cosf(yaw) };
-   v3f right_dir   = {  forward_dir[2],    0.0f, -forward_dir[0] };
-
-   /* 
-    * Collision detection
-    */
-
-   len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            world->geo_bh, manifold, 0 );
-   player_walk_custom_filter( world, manifold, len, 0.01f );
-   len = rb_manifold_apply_filtered( manifold, len );
-
-   v3f surface_avg = { 0.0f, 0.0f, 0.0f };
-
-   w->state.activity = k_walk_activity_air;
-   w->surface = k_surface_prop_concrete;
-
-   for( int i=0; i<len; i++ ){
-      rb_ct *ct = &manifold[i];
-      rb_debug_contact( ct );
-
-      if( player_walk_normal_standable( ct->n ) ){
-         w->state.activity = k_walk_activity_ground;
-
-         v3_add( surface_avg, ct->n, surface_avg );
-
-         struct world_surface *surf = world_contact_surface( world, ct );
-         if( surf->info.surface_prop > w->surface )
-            w->surface = surf->info.surface_prop;
-      }
-
-      rb_prepare_contact( ct, vg.time_fixed_delta );
-   }
-
-   /* 
-    * Move & Friction
-    */
-   float accel_speed = 0.0f, nominal_speed = 0.0f;
-   v3f movedir;
-
-   v3_muls( right_dir, w->state.steer[0], movedir );
-   v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
-
-   if( w->state.activity == k_walk_activity_ground ){
-      v3_normalize( surface_avg );
-
-      v3f tx, ty;
-      v3_tangent_basis( surface_avg, tx, ty );
-
-      if( v2_length2(w->state.steer) > 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 = w->state.steer[2];
-
-      /* jump */
-      if( w->state.jump_queued ){
-         w->state.jump_queued = 0;
-
-         f32 t = vg.time - w->state.jump_input_time;
-         if( t < PLAYER_JUMP_EPSILON ){
-            localplayer.rb.v[1] = 5.0f;
-            w->state.activity = k_walk_activity_air;
-            prev_state = k_walk_activity_air;
-            accel_speed = k_walk_air_accel;
-            nominal_speed = k_airspeed;
-         }
-      }
-      else{
-         player_friction( localplayer.rb.v, k_walk_friction );
-      }
-   }
-   else{
-      accel_speed = k_walk_air_accel;
-      nominal_speed = k_airspeed;
-   }
-
-   if( v2_length2( w->state.steer ) > 0.001f ){
-      player_accelerate( localplayer.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++ ){
-         rb_ct *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( localplayer.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( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
-      }
-   }
-
-   /* stepping */
-   if( w->state.activity == k_walk_activity_ground||
-       prev_state == k_walk_activity_ground ){
-      float max_dist = 0.4f;
-
-      v3f pa, pb;
-      v3_copy( localplayer.rb.co, pa );
-      pa[1] += w->collider.r + max_dist;
-      v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
-      vg_line( pa, pb, 0xff000000 );
-
-      v3f n;
-      float t;
-      if( spherecast_world( world, pa, pb, 
-                            w->collider.r, &t, n, 0 ) != -1 ){
-         if( player_walk_normal_standable(n) ){
-            v3_lerp( pa, pb, t, localplayer.rb.co );
-            localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
-            w->state.activity = k_walk_activity_ground;
-
-            float d = -v3_dot(n,localplayer.rb.v);
-            v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
-            localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
-         }
-      }
-   }
-
-   /* 
-    * Depenetrate
-    */
-   v3f dt;
-   rb_depenetrate( manifold, len, dt );
-   v3_add( dt, localplayer.rb.co, localplayer.rb.co );
-
-   /* integrate */
-   if( w->state.activity == k_walk_activity_air ){
-      localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
-   }
-
-   if( localplayer.immobile ){
-      localplayer.rb.v[0] = 0.0f;
-      localplayer.rb.v[2] = 0.0f;
-   }
-
-   v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta, 
-               localplayer.rb.co );
-   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
-
-   /* 
-    * CCD routine 
-    * ---------------------------------------------------
-    *
-    */
-   v3f lwr_prev,
-       lwr_now,
-       lwr_offs = { 0.0f, w->collider.r, 0.0f };
-
-   v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
-   v3_add( lwr_offs, localplayer.rb.co, lwr_now );
-
-   v3f movedelta;
-   v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
-
-   float movedist = v3_length( movedelta );
-
-   if( movedist > 0.3f ){
-      float t, sr = w->collider.r-0.04f;
-      v3f n;
-
-      if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
-         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
-         localplayer.rb.co[1] -= w->collider.r;
-         rb_update_matrices( &localplayer.rb );
-         v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-         vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
-      }
-   }
-
-   u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
-   if( id ){
-      ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
-      m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
-      m3x3_mulv( gate->transport, localplayer.rb.v,  localplayer.rb.v );
-
-      v4f transport_rotation;
-      m3x3_q( gate->transport, transport_rotation );
-      q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
-      q_normalize( localplayer.rb.q );
-      rb_update_matrices( &localplayer.rb );
-      player__pass_gate( id );
-   }
-   rb_update_matrices( &localplayer.rb );
-
-   if( (prev_state == k_walk_activity_oregular) ||
-       (prev_state == k_walk_activity_oair) ||
-       (prev_state == k_walk_activity_ipopoff) ){
-      w->state.activity = prev_state;
-   }
-
-   w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0], 
-                                              localplayer.rb.v[2] } ),
-                            k_runspeed );
-}
-
-void player__walk_post_update(void){
-   struct player_walk *w = &player_walk;
-
-   m4x3f mtx;
-   m3x3_copy( localplayer.rb.to_world, mtx );
-   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-
-   float substep = vg.time_fixed_extrapolate;
-   v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
-   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
-
-   /* Calculate header */
-   v3f v;
-   if( (player_xyspeed2() > 0.1f*0.1f) ){
-      f32 r = 0.3f;
-      if( (w->state.activity == k_walk_activity_ground) ||
-          (w->state.activity == k_walk_activity_ipopoff) ||
-          (w->state.activity == k_walk_activity_oregular) ){
-         r = 0.07f;
-      }
-
-      f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
-      v4f qt;
-      q_axis_angle( qt, (v3f){0,1,0}, ta );
-      q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
-   }
-
-   vg_line_point( 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, localplayer.rb.to_world[1], 0.3f, p1 );
-   vg_line( w->state.drop_in_target, p1, VG__GREEN );
-
-   float a = player_get_heading_yaw();
-   p1[0] = sinf( a );
-   p1[1] = 0.0f;
-   p1[2] = cosf( a );
-
-   v3_add( localplayer.rb.co, p1, p1 );
-   vg_line( localplayer.rb.co, p1, VG__PINK );
-
-   int walk_phase = 0;
-   if( vg_fractf(w->state.walk_timer) > 0.5f )
-      walk_phase = 1;
-   else
-      walk_phase = 0;
-
-   if( (w->state.step_phase != walk_phase) && 
-       (w->state.activity == k_walk_activity_ground ) )
-   {
-      audio_lock();
-      if( w->surface == k_surface_prop_concrete ){
-         audio_oneshot_3d( 
-               &audio_footsteps[vg_randu32(&vg.rand) % 4],
-               localplayer.rb.co, 40.0f, 1.0f 
-         );
-      }
-      else if( w->surface == k_surface_prop_grass ){
-         audio_oneshot_3d( 
-           &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
-            localplayer.rb.co, 40.0f, 1.0f 
-         );
-      }
-      else if( w->surface == k_surface_prop_wood ){
-         audio_oneshot_3d( 
-           &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
-            localplayer.rb.co, 40.0f, 1.0f 
-         );
-      }
-      audio_unlock();
-   }
-
-   w->state.step_phase = walk_phase;
-}
-
-void player__walk_update(void){
-   struct player_walk *w = &player_walk;
-
-   if( (w->state.activity == k_walk_activity_air) ||
-       (w->state.activity == k_walk_activity_ground) ||
-       (w->state.activity == k_walk_activity_oair) ||
-       (w->state.activity == k_walk_activity_oregular) ||
-       (w->state.activity == k_walk_activity_ipopoff) ){
-      player_walk_update_generic();
-   }
-}
-
-static void player_walk_animate_drop_in(void){
-   struct player_walk *w = &player_walk;
-   struct player_walk_animator *animator = &w->animator;
-   struct skeleton_anim *anim = w->anim_drop_in;
-
-   f32 length = (f32)(anim->length-1) / anim->rate,
-       time   = w->state.transition_t;
-
-   f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
-                             w->state.drop_in_angle, animator->transition_t );
-   v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
-            animator->transition_t, localplayer.rb.co );
-
-   q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
-
-   /* the drop in bit */
-   v3f final_co;
-   v4f final_q;
-   player_walk_drop_in_overhang_transform( animator->transition_t, 
-                                           final_co, final_q );
-
-   q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
-   v3_lerp( localplayer.rb.co, final_co, animator->transition_t, 
-            localplayer.rb.co );
-
-   rb_update_matrices( &localplayer.rb );
-
-   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 
-               -0.1f*animator->transition_t, localplayer.rb.co );
-
-   v3_copy( localplayer.rb.co, animator->root_co );
-   v4_copy( localplayer.rb.q, animator->root_q );
-
-   /* for the camera purposes only */
-   v3f init_velocity;
-   player_walk_drop_in_vector( init_velocity );
-   v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
-   v3_copy( localplayer.rb.v, 
-            localplayer.cam_control.cam_velocity_smooth );
-}
-
-static void player_walk_animate_generic(void){
-   struct player_walk *w = &player_walk;
-   struct player_walk_animator *animator = &w->animator;
-
-   v4f _null;
-   rb_extrapolate( &localplayer.rb, animator->root_co, _null );
-
-   f32 walk_yaw = player_get_heading_yaw(),
-       head_yaw = localplayer.angles[0] + VG_PIf,
-       y = vg_angle_diff( head_yaw, -walk_yaw ),
-       p = vg_clampf( localplayer.angles[1], 
-                        -k_sit_pitch_limit, k_sit_pitch_limit );
-
-   if( fabsf(y) > k_sit_yaw_limit ){
-      y = 0.0f;
-      p = 0.0f;
-   }
-
-   animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
-   animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
-   q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
-
-   v4f qrev;
-   q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
-   q_mul( localplayer.rb.q, qrev, animator->root_q );
-}
-
-void player__walk_animate(void){
-   struct player_walk *w = &player_walk;
-   player_pose *pose = &localplayer.pose;
-   struct player_walk_animator *animator = &w->animator;
-
-   animator->activity = w->state.activity;
-   animator->transition_t = w->state.transition_t;
-
-   {
-      f32 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;
-
-      animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
-      animator->run = vg_lerpf( animator->run, w->move_speed, 
-                                8.0f*vg.time_delta);
-   }
-
-   if( animator->run > 0.025f ){
-      f32 walk_norm = 30.0f/(float)w->anim_walk->length,
-          run_norm  = 30.0f/(float)w->anim_run->length,
-          l;
-
-      if( animator->run <= k_walkspeed )
-         l = (animator->run / k_walkspeed) * walk_norm;
-      else {
-         l = vg_lerpf( walk_norm, run_norm, 
-                      (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
-      }
-      w->state.walk_timer += l * vg.time_delta;
-   }
-   else
-      w->state.walk_timer = 0.0f;
-
-   animator->walk_timer = w->state.walk_timer;
-
-   player_walk_animate_generic();
-   if( w->state.activity == k_walk_activity_odrop_in ){
-      player_walk_animate_drop_in();
-   }
-
-   if( (w->state.activity == k_walk_activity_odrop_in) ||
-       (w->state.activity == k_walk_activity_oregular) ||
-       (w->state.activity == k_walk_activity_oair) ){
-      localplayer.cam_velocity_influence = w->animator.transition_t;
-   }
-   else if( w->state.activity == k_walk_activity_ipopoff ){
-      localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
-   }
-   else
-      localplayer.cam_velocity_influence = 0.0f;
-
-   if( w->state.activity == k_walk_activity_sit ){
-      localplayer.cam_dist = 3.8f;
-   }
-   else {
-      localplayer.cam_dist = 1.8f;
-   }
-}
-
-static void player_walk_pose_sit( struct player_walk_animator *animator,
-                                  player_pose *pose ){
-   mdl_keyframe bpose[32];
-
-   struct player_walk *w = &player_walk;
-   struct skeleton *sk = &localplayer.skeleton;
-
-   f32 t  = animator->transition_t,
-       st = t * ((f32)(w->anim_sit->length-1)/30.0f);
-   skeleton_sample_anim( sk, w->anim_sit, st, bpose );
-
-   v4f qy,qp;
-   f32 *qh = bpose[localplayer.id_head-1].q;
-   q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
-   q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
-   q_mul( qy, qh, qh );
-   q_mul( qh, qp, qh );
-   q_normalize( qh );
-
-   qh = bpose[localplayer.id_chest-1].q;
-   q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
-   q_mul( qy, qh, qh );
-   q_normalize( qh );
-
-   skeleton_lerp_pose( sk, pose->keyframes, bpose, 
-                       vg_minf(1.0f,t*10.0f), pose->keyframes );
-}
-
-enum walk_transition_type {
-   k_walk_transition_in,
-   k_walk_transition_out,
-   k_walk_transition_outin,
-};
-
-static void player_walk_pose_transition( 
-      struct player_walk_animator *animator, struct skeleton_anim *anim,
-      enum walk_transition_type type,
-      mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
-
-   mdl_keyframe bpose[32];
-
-   struct player_walk *w = &player_walk;
-   struct skeleton *sk = &localplayer.skeleton;
-   
-   f32 length   = (f32)(anim->length-1) / anim->rate,
-       t        = animator->transition_t * length,
-       blend    = 1.0f;
-
-   if( type == k_walk_transition_in || type == k_walk_transition_outin )
-      blend = vg_minf( blend, length-t );
-
-   if( type == k_walk_transition_out || type == k_walk_transition_outin )
-      blend = vg_minf( blend, t );
-
-   blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
-
-   skeleton_sample_anim_clamped( sk, anim, t, bpose );
-
-   mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
-   f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
-
-   v4f qyaw;
-   q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
-   q_mul( kf_board->q, qyaw, kf_board->q );
-   q_normalize( kf_board->q );
-
-   if( mask ){
-      for( i32 i=0; i<sk->bone_count-1; i ++ )
-         keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
-   }
-   else
-      skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
-}
-
-void player__walk_pose( void *_animator, player_pose *pose ){
-   struct player_walk *w = &player_walk;
-   struct player_walk_animator *animator = _animator;
-   struct skeleton *sk = &localplayer.skeleton;
-
-   v3_copy( animator->root_co, pose->root_co );
-   v4_copy( animator->root_q, pose->root_q );
-   pose->board.lean = 0.0f;
-   pose->type = k_player_pose_type_ik;
-
-   float walk_norm = (float)w->anim_walk->length/30.0f,
-         run_norm  = (float)w->anim_run->length/30.0f,
-         t = animator->walk_timer;
-
-   /* walk/run */
-   mdl_keyframe apose[32], bpose[32];
-   if( animator->run <= k_walkspeed ){ 
-      /* walk / idle */
-      f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
-      skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
-      skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, l, apose );
-   }
-   else { 
-      /* walk / run */
-      f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
-      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 );
-   }
-
-   /* air */
-   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
-
-   mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
-   f32 yaw = animator->board_yaw;
-
-   if( animator->activity == k_walk_activity_ipopoff )
-      if( animator->transition_t > 0.5f )
-         yaw += 1.0f;
-
-   v4f qyaw;
-   q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
-   q_mul( kf_board->q, qyaw, kf_board->q );
-   q_normalize( kf_board->q );
-
-   /* sit */
-   if( (animator->activity == k_walk_activity_sit) ||
-       (animator->activity == k_walk_activity_sit_up) ){
-      player_walk_pose_sit( animator, pose );
-   }
-   else if( animator->activity == k_walk_activity_odrop_in ){
-      player_walk_pose_transition( 
-            animator, w->anim_drop_in, k_walk_transition_out, apose, 
-            NULL, pose );
-   }
-   else if( animator->activity == k_walk_activity_oair ){
-      player_walk_pose_transition(
-            animator, w->anim_jump_to_air, k_walk_transition_out, apose, 
-            NULL, pose );
-   }
-   else if( animator->activity == k_walk_activity_oregular ){
-      player_walk_pose_transition( 
-            animator, w->anim_intro, k_walk_transition_out, apose, 
-            NULL, pose );
-   }
-   else if( animator->activity == k_walk_activity_ipopoff ){
-      if( animator->run > 0.2f ){
-         f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
-             mask[ 32 ];
-
-         for( u32 i=0; i<32; i ++ ) 
-            mask[i] = 1.0f;
-
-         mask[ localplayer.id_ik_foot_l-1 ] = t;
-         mask[ localplayer.id_ik_foot_r-1 ] = t;
-         mask[ localplayer.id_ik_knee_l-1 ] = t;
-         mask[ localplayer.id_ik_knee_r-1 ] = t;
-         mask[ localplayer.id_hip-1 ] = t;
-         player_walk_pose_transition( 
-               animator, w->anim_popoff, k_walk_transition_in, apose,
-               mask, pose );
-      }
-      else{
-         player_walk_pose_transition( 
-               animator, w->anim_popoff, k_walk_transition_in, apose,
-               NULL, pose );
-      }
-   }
-   else {
-      skeleton_copy_pose( sk, apose, pose->keyframes );
-   }
-}
-
-void player__walk_post_animate(void){
-   /* 
-    * Camera 
-    */
-   struct player_walk *w = &player_walk;
-
-}
-
-void player__walk_im_gui(void){
-   struct player_walk *w = &player_walk;
-   player__debugtext( 1, "V:  %5.2f %5.2f %5.2f (%5.2fm/s)",
-      localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
-      v3_length(localplayer.rb.v) );
-   player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
-                                                 localplayer.rb.co[1],
-                                                 localplayer.rb.co[2] );
-   player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
-   player__debugtext( 1, "activity: %s\n",
-                           (const char *[]){ "air",
-                                             "ground",
-                                             "sit",
-                                             "sit_up",
-                                             "inone",
-                                             "ipopoff",
-                                             "oair",
-                                             "odrop_in",
-                                             "oregular" }
-                                             [w->state.activity] );
-   player__debugtext( 1, "surface: %s\n",
-                           (const char *[]){ "concrete",
-                                             "wood",
-                                             "grass",
-                                             "tiles",
-                                             "metal",
-                                             "snow",
-                                             "sand" }
-                                             [w->surface] );
-}
-
-void player__walk_bind(void){
-   struct player_walk *w = &player_walk;
-   struct skeleton *sk = &localplayer.skeleton;
-
-   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" );
-   w->anim_sit          = skeleton_get_anim( sk, "sit" );
-   w->anim_popoff       = skeleton_get_anim( sk, "pop_off_short" );
-}
-
-void player__walk_transition( bool grounded, f32 board_yaw ){
-   struct player_walk *w = &player_walk;
-   w->state.activity = k_walk_activity_air;
-
-   if( grounded ){
-      w->state.activity = k_walk_activity_ipopoff;
-   }
-
-   w->state.transition_t = 0.0f;
-   w->state.jump_queued = 0;
-   w->state.jump_input_time = 0.0;
-   w->state.walk_timer = 0.0f;
-   w->state.step_phase = 0;
-   w->animator.board_yaw = fmodf( board_yaw, 2.0f );
-   rb_update_matrices( &localplayer.rb );
-}
-
-void player__walk_reset(void)
-{
-   struct player_walk *w = &player_walk;
-   w->state.activity = k_walk_activity_air;
-   w->state.transition_t = 0.0f;
-
-   v3f fwd = { 0.0f, 0.0f, 1.0f };
-   q_mulv( localplayer.rb.q, fwd, fwd );
-   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
-                 atan2f(fwd[0], fwd[2]) );
-
-   rb_update_matrices( &localplayer.rb );
-}
-
-void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
-   struct player_walk_animator *animator = data;
-
-   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
-   bitpack_qquat( ctx, animator->root_q );
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
-   bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
-   bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
-
-   for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
-      bitpack_bytes( ctx, 8, &animator->activity );
-   }
-
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
-
-   if( (animator->activity == k_walk_activity_sit) || 
-       (animator->activity == k_walk_activity_sit_up) ){
-      bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
-      bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit, 
-                     &animator->pitch );
-   }
-
-   bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
-}
-
-void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
-   audio_lock();
-
-   if( id == k_player_walk_soundeffect_splash ){
-      audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
-   }
-
-   audio_unlock();
-}