Implement Bullet Bill model visibility and cockpit recentering improvements

- Added support for hiding model arrays in the rendering pipeline to optimize performance during VR gameplay.
- Introduced new functions in `gx_model_visibility` to manage hidden model arrays and their visibility based on game state.
- Enhanced cockpit recentering logic to ensure accurate seat measurements and eye positioning during gameplay.
- Updated `FirstPersonState` to track cockpit height and forward direction, improving VR experience.
- Added tests for Bullet Bill model visibility and cockpit height adjustments to ensure functionality and stability.
- Refactored existing code to accommodate new features and improve overall code organization.
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iChris4 committed 2026-09-28 23:21:01 +02:00
1 parent 8c5a7126da
commit 3c20f677eb
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@@ -342,6 +342,11 @@ void aurora_clear_native_wheel_vertices(void);
void aurora_set_native_wheel_vertices(const void* source, const void* replacement, uint32_t size,
const float* modelView);
uint32_t aurora_native_wheel_draw_count(void);
// GX thread, ordered with draws. Hide only rigid draws binding this array at
// this instance's model-view transform. Clear at the end of each guest frame.
void aurora_clear_hidden_model_arrays(void);
void aurora_hide_model_array(const void* source, const float* modelView);
uint32_t aurora_hidden_model_draw_count(void);
typedef void (*AuroraFrameWorkerWaitCallback)();
// Called from the producer thread at bounded intervals while Aurora waits for
// the asynchronous frame worker. The callback must not enter Aurora.