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;
			}
		}
	}
}