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Since the player should be able to aim anywhere in the scenery, the player must be able to move his weapon s aim to the sides and also up and down. The player s weapon is connected to the player character through a bone in the weapon and a bone in the player character s right hand. You can make the player aim to the sides by rotating the player character around his y (up) axis, but you can t make the player aim up and down by rotating the player character around his x (right) axis, because that would visually detach the player model s feet from the floor. To solve this, instead of rotating the entire player model, you rotate only the player model s upper body around his waist bone. Figure 13-9 illustrates the rotation being applied over the waist bone of the player.

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Spring Web Flow can be seen as a complement to the existing Spring MVC framework, as it uses the existing view resolvers and a specialized controller to provide its functionality. Web Flow allows you to model your application behavior as a state machine: the application resides in various states, and events are raised to move the application between these states. That may sound a bit weird if you haven t seen this sort of model before, but it s actually a pretty well-accepted approach to designing certain types of web applications. Web Flow allows you to design modules of your web application as complex user journeys without arbitrary end points. Whereas Spring MVC is ideal for simple linear formbased problems, Spring Web Flow is suited to more-dynamic problems. The two can be mixed and matched as appropriate. The additional advantage of building an application by using Web Flow is the ease of design state machines are easy to model as diagrams combined with the fact that a Web Flow application can readily be packaged for reuse in other projects. The web component of our example application is built using a combination of Spring MVC and Spring Web Flow so you will have an opportunity to gauge the relative merits of these two related approaches to web application design.

Figure 13-9. Rotating the waist bone of the player s model You use the rotateWaistBone and rotateWaistBoneVelocity attributes of the Player class to apply a rotation over the player character s waist bone (see 12 for details on this technique). The rotateWaistBone attribute stores the current waist bone rotation, and the rotateWaistBoneVelocity attribute stores the velocity in which the waist bone is currently being rotated. You can modify the rotateWaistBoneVelocity through the player s RotateWaistVelocity property. To update the player s waist bone s rotation, you create the UpdateWaistBone method with the following code: static float MAX WAIST BONE ROTATE = 0.50f; static int WAIST BONE ID = 2; public float RotateWaistVelocity { get { return rotateWaistBoneVelocity; } set { rotateWaistBoneVelocity = value; } } private void UpdateWaistBone(float elapsedTimeSeconds) { if (rotateWaistBoneVelocity != 0.0f) { rotateWaistBone += rotateWaistBoneVelocity * elapsedTimeSeconds; rotateWaistBone = MathHelper.Clamp(rotateWaistBone, -MAX WAIST BONE ROTATE, MAX WAIST BONE ROTATE);

Of specialized interest to Portlet developers is the Spring Portlet MVC framework. Portlet containers (portals) allow you to build a larger web application up from a set of smaller subcomponents that can reside together on the same web page. Portals usually provide a set of standard infrastructure capabilities such as user authentication and authorization. A typical portal is supplied with a large suite of standard portlets to allow users to read e-mail, manage content, maintain a calendar, and so on. This makes them attractive for creating in intranets or for customer-facing websites, where a set of basic services can be supplemented by a small suite of custom-written tools to provide an integrated environment without the expense and time constraint of creating an entirely bespoke system. Spring Portlet MVC provides an exactly analogous version of the Spring MVC framework for working within a JSR 168 compliant portlet environment. Although Spring Portlet MVC builds on the JSR 168 portlet API, the differences between Spring Portlet MVC and Spring MVC are much easier to accommodate than the differences between the portlet API and the servlet API that underlie them. In addition to minimizing the technical differences between the portlet and servlet APIs, Spring Portlet MVC provides all of the facilities to the portlet environment that Spring MVC provides to the servlet environment.

// Rotate waist bone Matrix rotate = Matrix.CreateRotationZ(rotateWaistBone); AnimatedModel.BonesTransform[WAIST BONE ID] = rotate; } } Note that you re clamping the rotateWaistBone value to a range between -MAX WAIST BONE ROTATE and MAX WAIST BONE ROTATE. The index of the player character s waist bone is stored in the WAIST BONE ID attribute, and the waist bone is rotated around its z axis.

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