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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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@@ -342,6 +342,11 @@ void aurora_clear_native_wheel_vertices(void);
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void aurora_set_native_wheel_vertices(const void* source, const void* replacement, uint32_t size,
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const float* modelView);
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uint32_t aurora_native_wheel_draw_count(void);
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// GX thread, ordered with draws. Hide only rigid draws binding this array at
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// this instance's model-view transform. Clear at the end of each guest frame.
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void aurora_clear_hidden_model_arrays(void);
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void aurora_hide_model_array(const void* source, const float* modelView);
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uint32_t aurora_hidden_model_draw_count(void);
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typedef void (*AuroraFrameWorkerWaitCallback)();
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// Called from the producer thread at bounded intervals while Aurora waits for
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// the asynchronous frame worker. The callback must not enter Aurora.
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