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Figure 11-13. Linear search used to find one point inside and another outside the terrain You can use the following code to perform the linear search on the terrain: // A good ray step is half of the blockScale Vector3 rayStep = ray.Direction * blockScale * 0.5f; Vector3 rayStartPosition = ray.Position; // Linear search - Loop until you find a point inside and outside the terrain Vector3 lastRayPosition = ray.Position; ray.Position += rayStep; float height = GetHeight(ray.Position); while (ray.Position.Y > height && height >= 0) { lastRayPosition = ray.Position; ray.Position += rayStep; height = GetHeight(ray.Position); } After the linear search, the lastRayPosition variable stores the position outside the terrain, and the ray variable stores the position inside the terrain. You then need to perform a binary search between these two points to find the closest point to the terrain. You make this search with a fixed number of steps; 32 steps are usually enough for a good level of precision. The code for the binary search follows:

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<aop:after-returning method="findTimesheet" returning="timesheet" pointcut-ref="findTimesheet"/> Collating these individual excerpts from the aop:config element, we get the full definition used to relate the aspect implementation to the pointcuts defining where it applies. This is shown in Listing 5-22.

Vector3 startPosition = lastRayPosition; Vector3 endPosition = ray.Position; // Binary search with 32 steps. Try to find the exact collision point for (int i = 0; i < 32; i++) { // Binary search pass Vector3 middlePoint = (startPosition + endPosition) * 0.5f; if (middlePoint.Y < height) endPosition = middlePoint; else startPosition = middlePoint; } Vector3 collisionPoint = (startPosition + endPosition) * 0.5f; You then create the Intersects method to check the intersection of a ray and the terrain. The Intersects method returns the distance between the ray s start point and the terrain s collision point, and if there is no collision with the terrain, the method will return null. Following is the code for the Intersects method of the Terrain class: public float Intersects(Ray ray) { float collisionDistance = null; Vector3 rayStep = ray.Direction * blockScale * 0.5f; Vector3 rayStartPosition = ray.Position; // Linear search - Loop until you find a point inside and outside the terrain Vector3 lastRayPosition = ray.Position; ray.Position += rayStep; float height = GetHeight(ray.Position); while (ray.Position.Y > height && height >= 0) { lastRayPosition = ray.Position; ray.Position += rayStep; height = GetHeight(ray.Position); } // If the ray collides with the terrain if (height >= 0) { Vector3 startPosition = lastRayPosition; Vector3 endPosition = ray.Position; // Binary search. Find the exact collision point for (int i = 0; i < 32; i++) { // Binary search pass Vector3 middlePoint = (startPosition + endPosition) * 0.5f; if (middlePoint.Y < height) endPosition = middlePoint;

// 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; } Finally, you get the animated model effect of the model, and encapsulate it in an AnimatedModelEffect: // Get the animated animatedModelEffect // Create a default lightMaterial = new model effect - shared by all meshes = new AnimatedModelEffect(model.Meshes[0].Effects[0]); material LightMaterial();

<aop:config> <aop:pointcut id="listTimesheets" expression="execution(* com.apress.timesheets.service.TimesheetService*.list*(..)) and args(account)"/> <aop:pointcut id="findTimesheet"

Note that the effect used to render the model is shared by all the model s meshes. Following is the complete code for the Load method of the AnimatedModel class: public void Load(string modelFileName) { if (!isInitialized) Initialize(); model = Game.Content.Load<Model>( GameAssetsPath.MODELS PATH + modelFileName); // Get the dictionary Dictionary<string, object> modelTag = (Dictionary<string, object>)model.Tag; if (modelTag == null) throw new InvalidOperationException( "This is not a valid animated model."); // Get the AnimatedModelData from the dictionary if (modelTag.ContainsKey("AnimatedModelData")) animatedModelData = (AnimatedModelData) modelTag["AnimatedModelData"]; else throw new InvalidOperationException( "This is not a valid animated model.");

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