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Add VR object culling functionality
- Introduced a new configuration option for object culling in VR, allowing the game to hide objects outside the camera's view. - Implemented native replacements for the Mario Kart functions responsible for scene culling, ensuring accurate behavior in VR. - Added a new header file `mkw_vr_culling.h` to define the culling logic and structures. - Created `mkw_vr_culling.cpp` to implement the culling logic, including frustum intersection checks and screen info updates. - Updated runtime configuration to include the new object culling option, with appropriate getters and setters. - Enhanced the settings overlay to allow users to toggle object culling in VR. - Added tests in `vr_culling_tests.cpp` to validate the frustum intersection logic and ensure compliance with original behavior. - Updated CMake files to include new source files and tests.
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@@ -159,7 +159,9 @@ endforeach()
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# the same contraction/rounding policy as translated PPC shards.
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set(MKW_PPC_SEMANTIC_RUNTIME_SOURCES
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"${MKW_RUNTIME_SOURCE_DIR}/src/ppc_helpers.cpp"
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"${MKW_RUNTIME_SOURCE_DIR}/src/fpu_helpers.cpp")
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"${MKW_RUNTIME_SOURCE_DIR}/src/fpu_helpers.cpp"
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# Native reimplementations of the game's culling math (VR object culling).
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"${MKW_RUNTIME_SOURCE_DIR}/src/vr/mkw_vr_culling.cpp")
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set_source_files_properties(${MKW_PPC_SEMANTIC_RUNTIME_SOURCES} PROPERTIES
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SKIP_UNITY_BUILD_INCLUSION ON
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SKIP_PRECOMPILE_HEADERS ON
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