protected override SC_message_object_jitter[][] init_update_variables(SC_message_object_jitter[][] _sc_jitter_tasks, sccsVD4VE_LightNWithoutVr.sc_core.sc_system_configuration configuration, IntPtr hwnd, sc_console.sc_console_writer _writer) { try { startTime = DateTime.Now; HWND = hwnd; _configuration = configuration; _currentWriter = _writer; //ReadKeyboard(); //Camera = new DCamera(); //swtch_for_last_pos = new int[MainWindow._physics_engine_instance_x * MainWindow._physics_engine_instance_y * MainWindow._physics_engine_instance_z][]; //RAYCAST STUFF //_some_reset_for_applying_force = new int[MainWindow._physics_engine_instance_x * MainWindow._physics_engine_instance_y * MainWindow._physics_engine_instance_z][]; //_some_last_frame_vector = new JVector[MainWindow._physics_engine_instance_x * MainWindow._physics_engine_instance_y * MainWindow._physics_engine_instance_z][][]; //_some_last_frame_rigibodies = new RigidBody[MainWindow._physics_engine_instance_x * MainWindow._physics_engine_instance_y * MainWindow._physics_engine_instance_z][][]; Thread main_thread_update = new Thread(() => { _thread_looper: try { DoWork(0); } catch (Exception ex) { } Thread.Sleep(1); goto _thread_looper; //ShutDown(); //ShutDownGraphics(); }, 0); main_thread_update.IsBackground = true; main_thread_update.SetApartmentState(ApartmentState.STA); main_thread_update.Start(); Camera = new _sc_camera(); _shaderManager = new SC_ShaderManager(); _shaderManager.Initialize(D3D.Device, HWND); _desktopDupe = new SC_SharpDX_ScreenCapture(0, 0, D3D.device); _graphics_sec = new sc_graphics_sec(); _sc_jitter_tasks = _graphics_sec._sc_create_world_objects(_sc_jitter_tasks); } catch { } return(_sc_jitter_tasks); }
protected abstract SC_message_object_jitter[][] init_update_variables(SC_message_object_jitter[][] _sc_jitter_tasks, sccsVD4VE_LightNWithoutVr.sc_core.sc_system_configuration configuration, IntPtr hwnd, sc_console.sc_console_writer _writer); //void Update();