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You created the animated model processor, content library, runtime class, and effects in 12. One way to import this would be to add the Content Pipeline project to your solution. Alternatively, assuming you have built the Content Pipeline and verified that it works, you can just add references to the compiled assemblies of these projects. To do that, in the Solution Explorer, on each References entry in your main project and in its Content folder, right-click and select Add Reference. In the dialog box that appears, select the Browse tab, and browse to the assemblies of your Content Pipeline project (at AnimatedModelContentWin/bin/x86/Release/ AnimatedModelContentWin.dll). After referencing the content library and processor, add the AnimatedModel and AnimatedModelEffect classes to the XNA TPS project. Add the AnimatedModel class to the Shapes folder and the AnimatedModelEffect class to the Effects folder.

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if(!Timesheet.class.isAssignableFrom(method.getReturnType())) { return false; } return true; }

Finally, you should add the animated model assets (model, textures, and effects) of the player and NPCs to the XNA TPS Content entry in the Solution Explorer. In the Content project, you just need to create a new folder named Models in which to put all the animated model files. You should add the animated model effect to the Effects folder and its textures to the Textures folder. After adding all the assets to the project, remember to select your custom content processor for the animated model files, as done at the end of 12.

public boolean matches(final Method method, final Class type, final Object[] args) { for( final UserRole role : PrincipalHelper.getUser().getRoles() ) { if("ROLE_ADMINISTRATOR".equals(role.getRoleName())) { return false; } } return true; } } Listing 5-38 shows that the dynamic pointcut can be applied to exactly the same advice logic shown in Listing 5-32 that was configured with a static pointcut in Listing 5-36.

In a game, the sky is used to create a background that covers all the scene objects, giving the sensation of infinite scenery around the player Besides that, the sky also helps to place the player in the scene, allowing the player to have a notion of the environment around him When we refer to the game s sky, we are talking about all the landscape surrounding the player One way to create a landscape around the player would be to draw a large amount of objects around the scene, positioned far away from the player However, the cost of drawing these objects in real time would be far too high Furthermore, these models would be positioned at such a great distance that they would not present a high level of detail.

<bean id="timesheetAfterReturningAdvice" class="org.springframework.aop.support.DefaultPointcutAdvisor"> <property name="advice"> <bean class="com.apress.timesheets.customaop.TimesheetAfterReturningAdvice"/> </property> <property name="pointcut" ref="dynamicPointcut"/> </bean> <bean id="dynamicPointcut" class="com.apress.timesheets.customaop.TimesheetDynamicPointcutImpl"/> The example implementation source code provided at the Source Code/Download area of the Apress website (www.apress.com) includes copious output-logging logic that I have omitted for the sake of brevity. If you configure the use of the dynamic pointcut, you will see that the TimesheetAfterReturningAdvice logic is invoked only when a nonadministrative user carries out operations that cause the findTimesheet method to be invoked.

A common way game designers use to create the landscape is to construct a solid volume that covers the entire scene This volume can be a box, called a skybox; a hemisphere, called skydome; or any other type of solid The landscape around the player is then stored into textures that are mapped to the skybox or skydome To give the feeling of an infinite horizon, the camera is always positioned in the center of the sky Whenever the camera moves, the skybox or skydome should move with the camera, so the camera always remains in the center of the volume This will create the illusion that the horizon is infinitely far away from the camera The landscape creation techniques work as follows: Skybox: In the skybox, the sky is created as a box, containing six faces, where each face has a different texture, as illustrated in Figure 13-2.

Special care needs to be taken so that the textures transition seamlessly from one to another, or the edges of the box will be visible, and the illusion of a far horizon will be gone The created box covers the entire scene, and all its faces are oriented to the inside of the cube because you view the cube from its interior, not its exterior One of the skybox s advantages is that it is simple to construct, as it has only 12 triangles A disadvantage is that its textures are not so easy to create and must remain static Skydome: In the skydome, the sky is created as a hemisphere using only one texture, and is positioned above the scene Figure 13-3 shows a wireframe model of a skydome One of the advantages of the skydome is that it is easy to animate its textures.

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