internal DirectXScene(DeviceWorker deviceWorker, Body root, Body floor) { DeviceWorker = deviceWorker; RootBody = root; Floor = floor; //TODO. get rid of floor by determining intersection List <Light> lights = SceneConfig.Lights.Select(lightSetting => lightSetting.ToDirectXLight()).ToList(); DeviceWorker.Disposing += Dispose; Effect = new DefaultEffect(DeviceWorker.Device, lights); DeviceWorker.AfterReset += Effect.Reset; Models = new Dictionary <Body, DirectXModel>(new BodyComparer()); _modelFactory = new DirectXModelFactory(DeviceWorker.Device); }
public void SetUp() { _deviceWorker = new DeviceWorker(); _device = _deviceWorker.Device; _modelFactory = new DirectXModelFactory(_device); }