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expression= "execution(* com.apress.timesheets.service.TimesheetService*.findTimesheet(..))"/> <aop:aspect ref="securityAdvice"> <aop:before method="list" arg-names="account" pointcut-ref="listTimesheets"/> <aop:after-returning method="findTimesheet" returning="timesheet" pointcut-ref="findTimesheet"/> </aop:aspect> </aop:config> Having seen how the implementations whose signatures were outlined in Listing 5-14 are mapped to the pointcuts determining when and how they are invoked, we will now take a look at their pleasingly simple implementation. The first method is to be invoked when a call is made to the listTimesheets service method. The single parameter of that method will be mapped to the first parameter of this method (shown in Listing 5-23). If for any reason the current user does not match the user details supplied to this method (if, for example, the user has edited a form submission to specify a username other than his own), an exception will be thrown. This exception will prevent the call to the service from commencing unless the current user is an administrative user, who would be presumed to have permission to access any user s timesheets.

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// Default animation animationSpeed = 1.0f; activeAnimationKeyframe = 0; activeAnimationTime = TimeSpan.Zero; if (animatedModelData.Animations.Length > 0) activeAnimation = animatedModelData.Animations[0]; // Temporary matrices used to animate the bones bones = new Matrix[animatedModelData.BonesBindPose.Length]; bonesAbsolute = new Matrix[animatedModelData.BonesBindPose.Length]; bonesAnimation = new Matrix[animatedModelData.BonesBindPose.Length]; // Used to apply custom transformation over the bones bonesTransform = new Matrix[animatedModelData.BonesBindPose.Length]; for (int i = 0; i < bones.Length; i++) { bones[i] = animatedModelData.BonesBindPose[i]; bonesTransform[i] = Matrix.Identity; } // Get the animated animatedModelEffect // Create a default lightMaterial = new } model effect - shared by all meshes = new AnimatedModelEffect(model.Meshes[0].Effects[0]); material LightMaterial();

If you want to work on the code in the example application from Eclipse, you can generate suitable configuration files by running the command mvn eclipse:eclipse from the directory

This section reviews some concepts and mathematical equations used in skeletal animation. A skeletal animation is made of many keyframes, where each keyframe stores the configuration of a bone (its orientation and position) and the time frame during which this bone needs to be animated. At every time interval, you use one or more keyframes to alter the configuration of the skeleton s bones. Figure 12-7 illustrates an animation in the skeleton shown in Figure 12-3, where the left shoulder bone has its orientation changed, affecting all the child bones. To achieve the result in Figure 12-7, all you need is a keyframe animation for the left shoulder bone. Although the final configurations of all the left shoulder children have been changed, they still have the same relationship to the left shoulder. In other words, you don t need to store the new configuration of the left shoulder children, because you can calculate them based on the new left shoulder configuration. So, when you need to update the model, you should calculate the absolute configuration of every bone, and then transform the mesh s vertices using these bones.

containing the top-level POM file. This will set up the .project and .classpath files within the project, and you will then be able to import the Maven projects into Eclipse. Note that you will need to set the M2_REPO classpath variable in Eclipse. This can be configured by using the Control Panel reached by choosing the Window Preferences Java Build Path Classpath Variables menu option. Figure 2-5 shows the resulting dialog box.

Figure 12-7. Left shoulder bone animation of the original skeleton shown in Figure 12-3. Notice that the configuration of all the descendant bones is altered. In the following sections, we present some mathematical equations used to transform the model s mesh as the model is being animated. You ll use these mathematical equations to update and draw the model. To take advantage of the calculation power of the GPU, you ll implement some of these equations in the animated model s HLSL effects. To allow smooth skeletal animations, the position of each vertex needs to be calculated for each frame, which makes this operation an excellent task to be handled by the vertex shader. You ll find the HLSL code for this in the Creating the AnimatedModel Effect section later in this chapter.

For simple models, each vertex belongs to a single bone. This approach, however, can produce cracks in the mesh. For example, when a character bends its arm, a crack will appear at its elbow cap. To solve this problem, most vertices belong to multiple bones. Moreover, each vertex has an individual weighting describing how much it belongs to these bones. A vertex at the center of the upper arm, for example, will belong almost completely to the bone of the upper arm. A vertex closer to the elbow, however, will belong about 50 percent to the upper arm and about 50 percent to the forearm. You can calculate the final position of a mesh s vertex, which is influenced by just one bone, with the following equation:

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