Files
Cubed/include/Cubed/render/model_renderer.hpp
zhenyan121 e2bbc2d57f feat: sync entity direction and rotate models accordingly
Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.
2026-08-04 10:46:31 +08:00

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C++

#pragma once
#include "Cubed/gameplay/model.hpp"
#include "Cubed/render/model_node.hpp"
#include "Cubed/shader.hpp"
#include <glm/glm.hpp>
namespace Cubed {
class Renderer;
class Camera;
class ModelRender {
public:
ModelRender(Renderer& renderer);
void render_model(ModelID id, const glm::vec3& pos, float yaw,
Camera& camera);
void shadow_pass(ModelID id, const glm::vec3& pos, float yaw,
Camera& camera);
private:
Renderer& m_renderer;
void render_node(const ModelNode& node, const glm::mat4& parent,
const glm::mat4& view, const Shader& shader, bool shadow);
void render_mesh(const Mesh& mesh, bool shadow);
};
} // namespace Cubed