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You made the Cameras, Lights, and Transformation classes in 10. To add these classes to the project in a clean way, you should first create the folders Cameras and Lights inside the GameBase folder. Then add all the camera and light classes created in 10 to the Cameras and Lights folders, respectively, and the Transformation class to the GameBase folder.

public class TimesheetStaticPointcutImpl extends StaticMethodMatcherPointcut { public boolean matches(final Method method, final Class type) { if( !TimesheetService.class.isAssignableFrom(type)) { return false; } if( method.getParameterTypes().length == 0 ) { return false; } if(!UserAccount.class.isAssignableFrom(method.getParameterTypes()[0])) { return false; } return true; } }

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else startPosition = middlePoint; } Vector3 collisionPoint = (startPosition + endPosition) * 0.5f; collisionDistance = Vector3.Distance(rayStartPosition, collisionPoint); } return collisionDistance; }

Summary

The matches method of the pointcut implementation will be called for candidate methods to determine whether the pointcut applies to them. The proxy will then be generated to make the appropriate method calls. The matches method here specifies that advice associated with this pointcut will be applied to methods when (according to the if conditions) the target class is a TimesheetService implementation, the method takes at least one parameter, and the first parameter of the method is a UserAccount reference. This is exactly equivalent to the pointcut defined declaratively in Listing 5-26. With a pointcut and advice defined, we combine them into an advisor that will apply the pointcut to corresponding methods. The advisor is detected by the Spring bean factory when it is loaded and used to generate appropriate proxy implementations. The advisor configuration is shown in Listing 5-34.

This chapter showed you how to create a terrain from a height map and render it to the screen. You first learned what height maps are and how to use them to represent the terrain. Then you learned how to create a vertex grid to represent the terrain s mesh, and how to use the height map values to change the height of the vertices of the grid. You also saw how to calculate the attributes needed for multitexturing, lighting, and normal mapping for each vertex in the vertex grid. You applied these concepts by creating an HLSL effect for the terrain rendering, which implements multitexturing and normal mapping. Additionally, you learned how to create some auxiliary methods to query the height of a position over the terrain and check the collision between a ray and the terrain.

<bean id="timesheetBeforeAdvice" class="org.springframework.aop.support.DefaultPointcutAdvisor"> <property name="advice"> <bean class="com.apress.timesheets.customaop.TimesheetBeforeAdvice"/> </property> <property name="pointcut" ref="staticPointcut"/> </bean> <bean id="staticPointcut" class="com.apress.timesheets.customaop.TimesheetStaticPointcutImpl"/> Listing 5-35 defines a similar static pointcut that will apply to methods in the TimesheetService class that return a Timesheet reference, thus matching the pointcut used by the AfterReturning advice of earlier examples.

lthough the game scenery is mainly composed of static objects, you might want to use some animated models for animated characters the player and the nonplayable characters (NPCs) in your game. You can create animated models in different ways. For example, in a racing game, the car might be an animated model because its wheels rotate as the vehicle moves. You can easily reproduce this type of animation just by finding the part of the mesh that corresponds to a wheel and rotating this part over its axis. However, when you need to animate a character (running, jumping, falling, and so on), the animation process becomes more complex. This is because you ll need to modify the character s mesh, called skinning. This chapter focuses on techniques for animating characters. Let s begin by looking at the two main types of animation.

public class TimesheetReturningStaticPointcutImpl extends StaticMethodMatcherPointcut { public boolean matches(final Method method, final Class type) { if( !TimesheetService.class.isAssignableFrom(type)) { return false; } if(!Timesheet.class.isAssignableFrom(method.getReturnType())) { return false; }

Figure 12-1 shows the animation sequence of a character walking. The animation in Figure 12-1 is composed of five different frames, where each frame represents a different configuration of the character. Each animation frame also has a time, which defines when the model configuration needs to be changed. Finally, to be able to loop through the animation, the first and last animation frames must be identical. There are two main types of animation: keyframed animation and skeletal animation. Each type of animation is used in different situations and has its advantages and disadvantages.

return true; } } This is again configured as a DefaultPointcutAdvisor bean in Listing 5-36 to apply the advice to methods identified by the pointcut.

Figure 12-1. In this animation of a character walking, the model s mesh must be modified over each frame. (Courtesy of Hugo Beyer, http://hugobeyer.carbonmade.com)

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