Add item throwing mechanics to VR configuration and input handling

- Introduced `vrCockpitItemThrow` configuration option to enable throwing items in VR.
- Implemented `ThrowDetector` and `ThrowSequence` classes to manage item throwing mechanics based on hand movements.
- Updated `OpenXRInput` to handle item throwing based on hand swings, integrating with existing VR input systems.
- Enhanced settings overlay to allow users to toggle item throwing functionality.
- Added tests for item throwing mechanics, ensuring correct behavior for various hand movements and conditions.
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iChris4 committed 2026-09-30 02:08:28 +02:00
1 parent db30945f4c
commit ebc97ef9ce
12 files changed
+701 -6

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@@ -22,6 +22,10 @@ int main() {
Require(std::string_view(RuntimeConfigFile::kVrCockpitItemHandDefault) == "left");
Require(!Parse("[vr]\n").vrCockpitItemHand.has_value());
Require(!Parse("[vr]\ncockpit_item_hand = 1\n").vrCockpitItemHand.has_value());
Require(RuntimeConfigFile::kVrCockpitItemThrowDefault);
Require(Parse("[vr]\ncockpit_item_throw = false\n").vrCockpitItemThrow == false);
Require(Parse("[vr]\ncockpit_item_throw = true\n").vrCockpitItemThrow == true);
Require(!Parse("[vr]\n").vrCockpitItemThrow.has_value());
// [vr] foveation: the Quest's foveated rendering level, index-matched to
// aurora_set_stereo_foveation.
for (std::string_view level : RuntimeConfigFile::kVrFoveationLevels) {