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ASP.NET Web PDF Document Viewer/Editor Control Library

<bean id="adminUserListController" class= "com.apress.timesheets.mvc.UserListController"> <property name="commandClass" value="com.apress.timesheets.mvc.UserListForm"/> <property name="commandName" value="userListForm"/> <property name="formView" value="admin/listUser"/> <property name="successView" value="admin/listUser"/> <property name="userAccountService" ref="userAccountService"/> </bean> Although the controller configured in Listing 6-8 is a very simple component, the configuration snippet is quite typical. This is a normal Spring bean configured by injection. The first four properties are standard SimpleFormController properties only the last is a custom field, the UserAccountService bean used to obtain a list of users. The standard properties are (respectively) the class of the command object that will be used to hold incoming form submissions, the attribute name that this object will be assigned when it is placed in the request object, the view that will be displayed when the controller is first invoked (and when form submissions fail validation), and the view that a form submission will be forwarded to if it is processed successfully. Listing 6-9 shows the ease with which we can create this simple controller. We override the referenceData() method. This is invoked on receipt of the web request in order to provide reference data to the rendering view. In our case, we extract the list of users from the service layer (provided by injection as usual), and return this as a map from the overridden reference data method. The contents of the map will then by added to the request by the controller, and the request will be forwarded to the appropriate view. In the next section, we look at how the views are configured.

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In this section, you ll create the base class for the game units that are animated models. They should be able to move over the terrain, cause and receive damage. Create a new class in the GameLogic namespace and name it TerrainUnit. Begin constructing the TerrainUnit class by declaring some of the common attributes shared by the units, which are their hit points and speed:

// Basic attributes (life and speed) int life; int maxLife; float speed; You ll draw the TerrainUnit as an animated model using the AnimatedModel class defined in the previous chapter Add an attribute of type AnimatedModel to your TerrainUnit class to store the TerrainUnit animated model Next, declare an attribute of type int to store the current unit s animation reference, which you further need to properly control and change the unit s animation Each unit also needs a bounding box and bounding sphere volume used for collision detection, represented through the XNA s BoundingBox and BoundingSphere classes The collision volumes of the unit are the collision volumes of its animated model, which are created by the animated model s content processor.

public class UserListController extends SimpleFormController { private UserAccountService userAccountService; @Override protected Map referenceData(final HttpServletRequest request) throws Exception

Because the collision volumes of the animated model need to be moved as the unit moves around the map, you need an original copy of them inside the TerrainUnit class To identify when the collision volumes need to be updated, create the needUpdateCollision flag: // Animated model AnimatedModel animatedModel; int currentAnimationId; // Collision volumes BoundingBox boundingBox; BoundingSphere boundingSphere; bool needUpdateCollision; Note that the animated model processor created in 12 doesn t create the collision volumes for the animated models, but in the Unit Collision Volume section you ll extend the animated model processor once again, creating a new one capable of generating the collision volumes for the models Each unit has two velocities: the linear velocity is used to update the unit s position (or translation), and the angular velocity is used to update the unit s orientation (or rotation).

{ final Map<String,List<UserAccount>> refData = new HashMap<String,List<UserAccount>>(); refData.put("users", userAccountService.listUsers()); return refData; } public UserAccountService getUserAccountService() { return userAccountService; } public void setUserAccountService( final UserAccountService userAccountService) { this.userAccountService = userAccountService; } }

The angular and linear velocities are represented as a 3D vector In the angular velocity, each component of this vector represents the angular velocity around the x, y, and z world axes The last velocity that acts over the unit is caused by the gravity The axis of gravity is globally defined as the world s y (up) axis (0, 1, 0) The velocity resulting from the gravity force may have a negative value (when the unit is falling) and a positive value (when the unit is jumping): // Velocities and gravity Vector3 linearVelocity; Vector3 angularVelocity; float gravityVelocity; You store the unit s orientation similarly to the camera s orientation, using three orientation vectors: headingVec, strafeVec, and upVec These vectors are oriented to the front, right side, and top of the unit, respectively:.

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