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.NET/Java PDF, Tiff, Barcode SDK Library

The AnimatedModelProcessor that you created stores the model s skeletal animation data using some custom user objects (AnimatedModelData, AnimationData, and Keyframe classes). As explained earlier in the chapter, the Content Pipeline needs to read and write these objects from a binary file, but the Content Pipeline doesn t know how to read or write your custom objects. To define how the skeletal animation data should be read to and written from a binary file, you must create a content type reader and a content type writer for each custom class you created to store the skeletal animation data. In this case, you need to create a new content type reader and a new content type writer for the AnimatedModelData, AnimationData, and Keyframe classes. You can create content type readers and writers by extending XNA s ContentTypeReader and ContentTypeWriter classes.

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public UserAccount findUser(final String username) { return userAccountDao.read(username); }

Figure 8-7. The same vertices rendered as a line strip TriangleList: The vertices are rendered in groups of three, as isolated triangles. This provides you with the greatest flexibility when rendering complex scenes, but there s the drawback of having duplicated vertices if you want to draw connected triangles. Figure 8-8 shows the use of the triangle list primitive type to render vertices.

This method calls straight through to the DAO. Although we could in principle implement this method in some other way, we are unlikely to do so in practice. We can therefore implement our test as a check that the service method calls into the corresponding DAO method, and that the return value of the latter is returned from the former. Because of this test s greater simplicity, it is possible to use tools for automatically generating mock objects instead of manually crafting our own mock implementation of the UserAccountDao. There are several Java-based tools for generating mock objects, the most popular of which are jMock (www.jmock.org) and EasyMock (www.easymock.org). I have used EasyMock throughout my examples because its use of Java 5 language features gives it a slight edge in terms of code readability. Listing 10-24 shows the full implementation of the unit test for the UserAccountService implementation.

Figure 8-8. The same vertices rendered as a triangle list TriangleStrip: You use this primitive type when drawing connected triangles. It s more efficient for rendering scenes, because you don t need to repeat the duplicated vertices. Every new vertex (after the first two) added to the buffer creates a new triangle, using the last two vertices. Figure 8-9 presents a triangle strip primitive type example.

package com.apress.timesheets.service; import import import import static static static static org.easymock.EasyMock.createMock; org.easymock.EasyMock.expect; org.easymock.EasyMock.replay; org.easymock.EasyMock.verify;

TriangleFan: In this primitive, all the triangles share a common vertex the first one in the buffer and each new vertex added creates a new triangle, using the first vertex and the last one defined. Figure 8-10 illustrates the triangle fan type.

import java.util.ArrayList; import java.util.List; import junit.framework.TestCase; import import import import com.apress.timesheets.dao.SecurityDao; com.apress.timesheets.dao.UserAccountDao; com.apress.timesheets.entity.UserAccount; com.apress.timesheets.security.AcegiUserDetails;

Note When drawing triangles, you need to take special care with the triangle vertex ordering if you want XNA to know which triangles are facing the camera and which ones are not. This is important when drawing complex objects such as a donut, for example, to prevent back polygons from showing. To determine the front side of a triangle, follow its vertices, from the first to the last one according to their definition order, with the fingers of your right hand. Your thumb will point to the front side of the triangle, just as you saw with the right-handed coordinate system (see Figure 8-1). Drawing only the triangle front faces is XNA s default behavior. You can change this behavior by setting the GraphicsDevice.RenderState.CullMode property.

public class UserAccountServiceTest extends TestCase { private UserAccountService service; private SecurityDao mockSecurityDao; private UserAccountDao mockUserAccountDao; @Override protected void setUp() throws Exception { final UserAccountServiceImpl impl = new UserAccountServiceImpl(); mockSecurityDao = createMock(SecurityDao.class); mockUserAccountDao = createMock(UserAccountDao.class);

Before you re ready to create your first 3D program, you need to understand a few more concepts. 3D vectors and matrices are possibly the most important concepts in 3D game creation.

Along with storing the positional values, vectors provide many helper methods that will come in handy when creating your games. Vector3 is the most commonly used vector in 3D games, and some of its most important methods are as follows: Vector3.Distance: Given two points, returns a float representing the distance between them. Vector3.Add and Vector3.Subtract: Add and subtract two vectors. You can also use the common plus (+) and minus (-) signs to perform addition and subtraction operations on Vector3. Vector3.Multiply and Vector3.Divide: Multiply and divide two vectors, or a vector by a float value.

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