void PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs
(const PxVehicleKeySmoothingData& keySmoothing, const PxFixedSizeLookupTable<8>& steerVsForwardSpeedTable,
 const PxVehicleDrive4WRawInputData& rawInputData, 
 const PxF32 timestep, 
 PxVehicleDrive4W& focusVehicle)
{
	const bool gearup=rawInputData.getGearUp();
	const bool geardown=rawInputData.getGearDown();
	focusVehicle.mDriveDynData.setGearDown(geardown);
	focusVehicle.mDriveDynData.setGearUp(gearup);

	const PxF32 accel=processDigitalValue(PxVehicleDrive4W::eANALOG_INPUT_ACCEL,keySmoothing,rawInputData.getDigitalAccel(),timestep,focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDrive4W::eANALOG_INPUT_ACCEL));
	focusVehicle.mDriveDynData.setAnalogInput(accel,PxVehicleDrive4W::eANALOG_INPUT_ACCEL);

	const PxF32 brake=processDigitalValue(PxVehicleDrive4W::eANALOG_INPUT_BRAKE,keySmoothing,rawInputData.getDigitalBrake(),timestep,focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDrive4W::eANALOG_INPUT_BRAKE));
	focusVehicle.mDriveDynData.setAnalogInput(brake,PxVehicleDrive4W::eANALOG_INPUT_BRAKE);

	const PxF32 handbrake=processDigitalValue(PxVehicleDrive4W::eANALOG_INPUT_HANDBRAKE,keySmoothing,rawInputData.getDigitalHandbrake(),timestep,focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDrive4W::eANALOG_INPUT_HANDBRAKE));
	focusVehicle.mDriveDynData.setAnalogInput(handbrake,PxVehicleDrive4W::eANALOG_INPUT_HANDBRAKE);

	PxF32 steerLeft=processDigitalValue(PxVehicleDrive4W::eANALOG_INPUT_STEER_LEFT,keySmoothing,rawInputData.getDigitalSteerLeft(),timestep,focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDrive4W::eANALOG_INPUT_STEER_LEFT));
	PxF32 steerRight=processDigitalValue(PxVehicleDrive4W::eANALOG_INPUT_STEER_RIGHT,keySmoothing,rawInputData.getDigitalSteerRight(),timestep,focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDrive4W::eANALOG_INPUT_STEER_RIGHT));
	const PxF32 vz=focusVehicle.computeForwardSpeed();
	const PxF32 vzAbs=PxAbs(vz);
	const bool isInAir=focusVehicle.isInAir();
	const PxF32 maxSteer=(isInAir ? 1.0f :steerVsForwardSpeedTable.getYVal(vzAbs));
	const PxF32 steer=PxAbs(steerRight-steerLeft);
	if(steer>maxSteer)
	{
		const PxF32 k=maxSteer/steer;
		steerLeft*=k;
		steerRight*=k;
	}
	focusVehicle.mDriveDynData.setAnalogInput(steerLeft, PxVehicleDrive4W::eANALOG_INPUT_STEER_LEFT);
	focusVehicle.mDriveDynData.setAnalogInput(steerRight, PxVehicleDrive4W::eANALOG_INPUT_STEER_RIGHT);
}
void SampleVehicle_VehicleController::processAutoReverse
(const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleDrive4WRawInputData& carRawInputs,
 bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const
{
	newIsMovingForwardSlowly = false;
	toggleAutoReverse = false;

	if(driveDynData.getUseAutoGears())
	{
		//If the car is travelling very slowly in forward gear without player input and the player subsequently presses the brake then we want the car to go into reverse gear
		//If the car is travelling very slowly in reverse gear without player input and the player subsequently presses the accel then we want the car to go into forward gear
		//If the car is in forward gear and is travelling backwards then we want to automatically put the car into reverse gear.
		//If the car is in reverse gear and is travelling forwards then we want to automatically put the car into forward gear.
		//(If the player brings the car to rest with the brake the player needs to release the brake then reapply it 
		//to indicate they want to toggle between forward and reverse.)

		const bool prevIsMovingForwardSlowly=mIsMovingForwardSlowly;
		bool isMovingForwardSlowly=false;
		bool isMovingBackwards=false;
		const bool isInAir = focusVehicle.isInAir();
		if(!isInAir)
		{
			bool accelRaw,brakeRaw,handbrakeRaw;
			if(mUseKeyInputs)
			{
				accelRaw=carRawInputs.getDigitalAccel();
				brakeRaw=carRawInputs.getDigitalBrake();
				handbrakeRaw=carRawInputs.getDigitalHandbrake();
			}
			else
			{
				accelRaw=carRawInputs.getAnalogAccel() > 0 ? true : false;
				brakeRaw=carRawInputs.getAnalogBrake() > 0 ? true : false;
				handbrakeRaw=carRawInputs.getAnalogHandbrake() > 0 ? true : false;
			}

			const PxF32 forwardSpeed = focusVehicle.computeForwardSpeed();
			const PxF32 forwardSpeedAbs = PxAbs(forwardSpeed);
			const PxF32 sidewaysSpeedAbs = PxAbs(focusVehicle.computeSidewaysSpeed());
			const PxU32 currentGear = driveDynData.getCurrentGear();
			const PxU32 targetGear = driveDynData.getTargetGear();

			//Check if the car is rolling against the gear (backwards in forward gear or forwards in reverse gear).
			if(PxVehicleGearsData::eFIRST == currentGear  && forwardSpeed < -THRESHOLD_ROLLING_BACKWARDS_SPEED)
			{
				isMovingBackwards = true;
			}
			else if(PxVehicleGearsData::eREVERSE == currentGear && forwardSpeed > THRESHOLD_ROLLING_BACKWARDS_SPEED)
			{
				isMovingBackwards = true;
			}

			//Check if the car is moving slowly.
			if(forwardSpeedAbs < THRESHOLD_FORWARD_SPEED && sidewaysSpeedAbs < THRESHOLD_SIDEWAYS_SPEED)
			{
				isMovingForwardSlowly=true;
			}

			//Now work if we need to toggle from forwards gear to reverse gear or vice versa.
			if(isMovingBackwards)
			{
				if(!accelRaw && !brakeRaw && !handbrakeRaw && (currentGear == targetGear))			
				{
					//The car is rolling against the gear and the player is doing nothing to stop this.
					toggleAutoReverse = true;
				}
			}
			else if(prevIsMovingForwardSlowly && isMovingForwardSlowly)
			{
				if((currentGear > PxVehicleGearsData::eNEUTRAL) && brakeRaw && !accelRaw && (currentGear == targetGear))
				{
					//The car was moving slowly in forward gear without player input and is now moving slowly with player input that indicates the 
					//player wants to switch to reverse gear.
					toggleAutoReverse = true;
				}
				else if(currentGear == PxVehicleGearsData::eREVERSE && accelRaw && !brakeRaw && (currentGear == targetGear))
				{
					//The car was moving slowly in reverse gear without player input and is now moving slowly with player input that indicates the 
					//player wants to switch to forward gear.
					toggleAutoReverse = true;
				}
			}

			//If the car was brought to rest through braking then the player needs to release the brake then reapply
			//to indicate that the gears should toggle between reverse and forward.
			if(isMovingForwardSlowly && !brakeRaw && !accelRaw && !handbrakeRaw)
			{
				newIsMovingForwardSlowly = true;
			}
		}
	}
}
void SampleVehicle_VehicleController::update(const PxF32 timestep, PxVehicleWheels& focusVehicle)
{
	PX_ASSERT(eVEHICLE_TYPE_DRIVE4W==focusVehicle.getVehicleType());
	PxVehicleDrive4W& vehDrive4W=(PxVehicleDrive4W&)focusVehicle;
	PxVehicleDriveDynData& driveDynData=vehDrive4W.mDriveDynData;

	//Toggle autogear flag
	if(mToggleAutoGears)
	{
		driveDynData.toggleAutoGears();
		mToggleAutoGears = false;
	}

	//Store raw inputs in replay stream if in recording mode.
	//Set raw inputs from replay stream if in replay mode.
	//Store raw inputs from active stream in handy arrays so we don't need to worry
	//about which stream (live input or replay) is active.
	//Work out if we are using keys or gamepad controls depending on which is being used
	//(gamepad selected if both are being used).
	PxVehicleDrive4WRawInputData carRawInputs;
	processRawInputs(timestep,driveDynData.getUseAutoGears(),carRawInputs);

	//Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
	//Store if the car is moving slowly to help decide if the car is to toggle from reverse to forward in the next update.
	bool toggleAutoReverse = false;
	bool newIsMovingForwardSlowly = false;
	processAutoReverse(focusVehicle, driveDynData, carRawInputs, toggleAutoReverse, newIsMovingForwardSlowly);
	mIsMovingForwardSlowly = newIsMovingForwardSlowly;

	//If the car is to flip gear direction then switch gear as appropriate.
	if(toggleAutoReverse)
	{
		mInReverseMode = !mInReverseMode;
		
		if(mInReverseMode)
		{
			driveDynData.forceGearChange(PxVehicleGearsData::eREVERSE);
		}
		else
		{
			driveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
		}
	}

	//If in reverse mode then swap the accel and brake.
	if(mInReverseMode)
	{
		if(mUseKeyInputs)
		{
			const bool accel=carRawInputs.getDigitalAccel();
			const bool brake=carRawInputs.getDigitalBrake();
			carRawInputs.setDigitalAccel(brake);
			carRawInputs.setDigitalBrake(accel);
		}
		else
		{
			const PxF32 accel=carRawInputs.getAnalogAccel();
			const PxF32 brake=carRawInputs.getAnalogBrake();
			carRawInputs.setAnalogAccel(brake);
			carRawInputs.setAnalogBrake(accel);
		}
	}

	// Now filter the raw input values and apply them to focus vehicle
	// as floats for brake,accel,handbrake,steer and bools for gearup,geardown.
	if(mUseKeyInputs)
	{
		PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData,gSteerVsForwardSpeedTable,carRawInputs,timestep,(PxVehicleDrive4W&)focusVehicle);
	}
	else
	{
		PxVehicleDrive4WSmoothAnalogRawInputsAndSetAnalogInputs(gCarPadSmoothingData,gSteerVsForwardSpeedTable,carRawInputs,timestep,(PxVehicleDrive4W&)focusVehicle);
	}
}
void SampleVehicle_VehicleController::update(const PxF32 timestep, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, PxVehicleWheels& focusVehicle)
{
	PxVehicleDriveDynData* driveDynData=NULL;
	bool isTank=false;
	PxVehicleDriveTankControlModel::Enum tankDriveModel=PxVehicleDriveTankControlModel::eSTANDARD;
	switch(focusVehicle.getVehicleType())
	{
	case PxVehicleTypes::eDRIVE4W:
		{
			PxVehicleDrive4W& vehDrive4W=(PxVehicleDrive4W&)focusVehicle;
			driveDynData=&vehDrive4W.mDriveDynData;
			isTank=false;
		}
		break;
	case PxVehicleTypes::eDRIVENW:
		{
			PxVehicleDriveNW& vehDriveNW=(PxVehicleDriveNW&)focusVehicle;
			driveDynData=&vehDriveNW.mDriveDynData;
			isTank=false;
		}
		break;
	case PxVehicleTypes::eDRIVETANK:
		{
			PxVehicleDriveTank& vehDriveTank=(PxVehicleDriveTank&)focusVehicle;
			driveDynData=&vehDriveTank.mDriveDynData;
			isTank=true;
			tankDriveModel=vehDriveTank.getDriveModel();
		}
		break;
	default:
		PX_ASSERT(false);
		break;
	}

	//Toggle autogear flag
	if(mToggleAutoGears)
	{
		driveDynData->toggleAutoGears();
		mToggleAutoGears = false;
	}

	//Store raw inputs in replay stream if in recording mode.
	//Set raw inputs from replay stream if in replay mode.
	//Store raw inputs from active stream in handy arrays so we don't need to worry
	//about which stream (live input or replay) is active.
	//Work out if we are using keys or gamepad controls depending on which is being used
	//(gamepad selected if both are being used).
	PxVehicleDrive4WRawInputData carRawInputs;
	PxVehicleDriveTankRawInputData tankRawInputs(tankDriveModel);
	if(!isTank)
	{
		processRawInputs(timestep,driveDynData->getUseAutoGears(),carRawInputs);
	}
	else
	{
		processRawInputs(timestep,driveDynData->getUseAutoGears(),tankRawInputs);
	}

	//Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
	bool toggleAutoReverse = false;
	bool newIsMovingForwardSlowly = false;
	if(!isTank)
	{
		processAutoReverse(focusVehicle, *driveDynData, vehicleWheelQueryResults, carRawInputs, toggleAutoReverse, newIsMovingForwardSlowly);
	}
	else
	{
		processAutoReverse(focusVehicle, *driveDynData, vehicleWheelQueryResults, tankRawInputs, toggleAutoReverse, newIsMovingForwardSlowly);
	}
	mIsMovingForwardSlowly = newIsMovingForwardSlowly;


	//If the car is to flip gear direction then switch gear as appropriate.
	if(toggleAutoReverse)
	{
		mInReverseMode = !mInReverseMode;
		
		if(mInReverseMode)
		{
			driveDynData->forceGearChange(PxVehicleGearsData::eREVERSE);
		}
		else
		{
			driveDynData->forceGearChange(PxVehicleGearsData::eFIRST);
		}
	}

	//If in reverse mode then swap the accel and brake.
	if(mInReverseMode)
	{
		if(mUseKeyInputs)
		{
			if(!isTank)
			{
				const bool accel=carRawInputs.getDigitalAccel();
				const bool brake=carRawInputs.getDigitalBrake();
				carRawInputs.setDigitalAccel(brake);
				carRawInputs.setDigitalBrake(accel);
			}
			else
			{
				//Keyboard controls for tank not implemented yet.
				const bool accelLeft=tankRawInputs.getDigitalLeftThrust();
				const bool accelRight=tankRawInputs.getDigitalRightThrust();
				const bool brakeLeft=tankRawInputs.getDigitalLeftBrake();
				const bool brakeRight=tankRawInputs.getDigitalRightBrake();
				tankRawInputs.setDigitalLeftThrust(brakeLeft);
				tankRawInputs.setDigitalRightThrust(brakeRight);
				tankRawInputs.setDigitalLeftBrake(accelLeft);
				tankRawInputs.setDigitalRightBrake(accelRight);
			}
		}
		else
		{
			if(!isTank)
			{
				const PxF32 accel=carRawInputs.getAnalogAccel();
				const PxF32 brake=carRawInputs.getAnalogBrake();
				carRawInputs.setAnalogAccel(brake);
				carRawInputs.setAnalogBrake(accel);
			}
			else if(PxVehicleDriveTankControlModel::eSPECIAL==tankDriveModel)
			{
				const PxF32 thrustLeft=tankRawInputs.getAnalogLeftThrust();
				const PxF32 thrustRight=tankRawInputs.getAnalogRightThrust();
				tankRawInputs.setAnalogLeftThrust(-thrustLeft);
				tankRawInputs.setAnalogRightThrust(-thrustRight);
			}
			else
			{
				const PxF32 thrustLeft=tankRawInputs.getAnalogLeftThrust();
				const PxF32 thrustRight=tankRawInputs.getAnalogRightThrust();
				const PxF32 brakeLeft=tankRawInputs.getAnalogLeftBrake();
				const PxF32 brakeRight=tankRawInputs.getAnalogRightBrake();
				tankRawInputs.setAnalogLeftThrust(brakeLeft);
				tankRawInputs.setAnalogLeftBrake(thrustLeft);
				tankRawInputs.setAnalogRightThrust(brakeRight);
				tankRawInputs.setAnalogRightBrake(thrustRight);
			}
		}
	}

	// Now filter the raw input values and apply them to focus vehicle
	// as floats for brake,accel,handbrake,steer and bools for gearup,geardown.
	if(mUseKeyInputs)
	{
		if(!isTank)
		{
			const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
			PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs
				(gKeySmoothingData,gSteerVsForwardSpeedTable,carRawInputs,timestep,isInAir,(PxVehicleDrive4W&)focusVehicle);
		}
		else
		{
			PxVehicleDriveTankSmoothDigitalRawInputsAndSetAnalogInputs
				(gKeySmoothingData,tankRawInputs,timestep,(PxVehicleDriveTank&)focusVehicle);
		}
	}
	else
	{
		if(!isTank)
		{
			const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
			PxVehicleDrive4WSmoothAnalogRawInputsAndSetAnalogInputs
				(gCarPadSmoothingData,gSteerVsForwardSpeedTable,carRawInputs,timestep,isInAir,(PxVehicleDrive4W&)focusVehicle);
		}
		else
		{
			PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs
				(gTankPadSmoothingData,tankRawInputs,timestep,(PxVehicleDriveTank&)focusVehicle);
		}
	}
}