일단은 멀티로 접속이 됨..
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@@ -20,9 +20,9 @@ class Engine {
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const Model* GetStaticModel(std::string name);
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// 수명을 무제한으로 놓고 싶으면 lifespan을 -1으로 설정하면 됨
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Model* SpawnLifedModel(std::string asset_name, std::string name,
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std::shared_ptr<Model> SpawnLifedModel(std::string asset_name, std::string name,
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std::float_t lifespan);
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Model* GetSpawnedObject(std::string name);
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std::shared_ptr<Model> GetSpawnedObject(std::string name);
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void Update();
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void NetUpdate(std::shared_ptr<Network::Socket> sock);
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@@ -53,7 +53,7 @@ class Engine {
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std::unordered_map<std::string, veng::Model> model_assets_;
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std::unordered_map<std::string, veng::Model> models_;
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std::unordered_map<std::string, std::shared_ptr<Model>> models_;
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};
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} // namespace veng
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@@ -33,7 +33,7 @@ class Graphics final {
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void RenderBuffer(BufferHandle handle, std::uint32_t vertex_count);
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void RenderIndexedBuffer(BufferHandle vertex_buffer,
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BufferHandle index_buffer, std::uint32_t count);
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void RenderModel(struct Model* model);
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void RenderModel(std::shared_ptr<struct Model> model);
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void EndFrame();
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BufferHandle CreateVertexBuffer(gsl::span<Vertex> vertices);
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@@ -7,7 +7,8 @@
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namespace veng {
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class Physics {
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public:
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void invokeOnColisionEvent(gsl::not_null<utils::ThreadPool *> thread_pool, gsl::span<Model*> models);
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void invokeOnColisionEvent(gsl::not_null<utils::ThreadPool*> thread_pool,
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std::vector<std::shared_ptr<Model>> models);
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bool RayTrace(const glm::vec3& rayOrigin, const glm::vec3& rayDir,
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2,
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