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Before you start to work with skeletal animation in XNA, you should understand how the skeleton model is constructed and how its bones are represented and stored. There are two different ways to store the model s skeleton: using bones or using joints. For example, 3ds Max represents a skeleton using its bones, while Maya represents a skeleton using its joints. However, when the model is exported to an XNA-compatible format (X or FBX format), there is no difference between them, and the skeleton is represented by its bones.

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The Web Flow component is not a replacement for all of the Spring MVC components. On the contrary, Web Flow is based around the Spring MVC classes, and so you can readily combine existing Spring MVC stuff with your web flow and pass control to and fro. You would normally configure a single Web Flow controller as shown in Listing 6-16, and this then manages all of your user journeys using Web Flow.

Now, whenever you load a model using your custom-defined model processor, each model has a bounding box and a bounding sphere volume that you ll use to perform a few collision tests. To make things simple, you will perform only two different collision tests with the units in your game. The first verifies whether a ray collides with a unit, which is needed to check if a gunshot has hit the unit. The second verifies when the unit is inside the camera s visualization volume

Listing 6-16. The URL Mapping for the Web Flow Controller <entry key="/admin/*" value-ref="flowController"/>

(the camera s frustum, as discussed in 10) and is used to avoid updating and drawing units that are not visible To check if a ray collides with a unit, you use the unit s bounding box, which is an AABB The first thing you need to do is apply the same transformations made over the unit (translations and rotations) to the unit s AABB This is necessary because you want to move the volume to the location of the model Second, you need to make sure that the model is aligned with the world s axes to use its AABB, which prohibits you from rotating the unit To tackle this, instead of transforming the model s AABB, you can transform the ray that you are testing with the inverse transformation of the model This guarantees that the AABB remains aligned with the world s axes.

Following is the code for the BoxIntersects method of the TerrainUnit class, used to test the collision between a ray and the unit s AABB: public float BoxIntersects(Ray ray) { Matrix inverseTransform = MatrixInvert(TransformationMatrix); rayPosition = Vector3Transform(rayPosition, inverseTransform); rayDirection = Vector3TransformNormal(rayDirection, inverseTransform); return animatedModelBoundingBoxIntersects(ray); } In the BoxIntersects method, you first calculate the inverse transformation matrix of the unit and then transform the position and the direction of the ray by this matrix You need to use the Transform method of the XNA s Vector3 class to transform the ray s start position because it is a 3D point, and the TransformNormal method to transform the ray s direction because it is a vector (which should not be affected by the translation contained in the transformation).

The controller is then configured as a flow controller bean, as shown in Listing 6-17.

After that, you can use the Intersects method of the bounding volume to do the collision test between the box and the ray Now, to verify if a unit is found inside the camera s frustum, you use the unit s bounding sphere In this case, a collision test with the unit s bounding sphere is simpler, and the precision is not very important To test the collision between the unit s bounding sphere and the camera s frustum, you need to use only the Intersects method of the XNA s BoundingSphere class: boundingSphereIntersects(activeCameraFrustum); Finally, whenever the unit moves, you must update its bounding sphere To update the unit s bounding sphere, you just need to translate it, because a rotation has little effect on a sphere.

<bean name="flowController" class="org.springframework.webflow.executor.mvc.FlowController"> <property name="flowExecutor" ref="flowExecutor"/> </bean>

Following is the code for the UpdateCollision method used to update the collision solids: private void UpdateCollision() { // Update bounding sphere boundingSphere = animatedModelBoundingSphere; boundingSphereCenter += TransformationTranslate; needUpdateCollision = false; }.

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