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Add the VR cockpit overlay to Aurora's eye replay
A stereo packet can now carry an AuroraCockpit: tracked hands and, when the vehicle's own wheel cannot be animated, a synthetic steering wheel or handlebar, all in metres in the seated frame. Each eye draws it inside the scene's pass just before the first virtual-screen draw, depth-tested with the world's own depth mapping (captured from a full-view world draw), so the kart and track occlude the hands and the 2D layer cannot hide them. Hands use a runtime-provided hand mesh when one is supplied and a procedural glove otherwise. aurora_set_stereo_scene_anchor_scaled lets the sealed frame own its world scale: each eye's head translation is rescaled from the packet's scale to the frame's. A non-finite cockpit is dropped with one warning; the frame still renders. Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
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@@ -314,6 +314,8 @@ struct StereoReplayEye {
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struct StereoReplayFrame {
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std::array<StereoReplayEye, AURORA_STEREO_EYE_COUNT> eyes;
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// VR hands and synthetic wheel, drawn per eye after the world (gfx/cockpit.hpp).
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AuroraCockpit cockpit{};
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};
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void end_frame(const wgpu::CommandEncoder& cmd);
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