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Each bone needs to store a position (where it attaches to its parent) as well as a rotation (how it is attached there). The Object Transformation section at the end of 10 explains that a matrix is perfectly suited for storing such a combination of position and rotation, which is why each bone will store a matrix (next to a number indicating its parent). There is, however, a very important second reason for storing this information as a matrix. To explain this other reason for using a matrix, consider how you need to render the hand of a character. This requires you to know the absolute 3D position of each vertex of the hand. For each vertex of the hand, the position is defined relative to the origin of the hand bone (see Figure 12-3). To obtain the absolute 3D position of such a vertex, you would need to first transform it with the transformation of the hand matrix, then with the transformation of the forearm, and so on, until the transformation of the root bone. These operations would be quite computationally intensive if they needed to be done for each vertex. Fortunately, an important property of matrix math is that by multiplying different matrices, you obtain the matrix that holds the combination of all transformations stored in all matrices. As a result, before you render the hand, you first calculate the total (or absolute) matrix of the hand by multiplying the matrices of all parent bones. This way, XNA only needs to transform all vertices of the hand with only this single matrix.

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The use of Hibernate in a web application creates an associated problem that filters are ideally suited to address. Beans loaded by Hibernate create a problem for developers who wish to use them in presentation logic typically, while rendering JSP page views. The problem arises from Hibernate s use of lazy loading. A lazily loaded entity association can be accessed only when the entity is associated with the session, yet we do not necessarily want to taint our presentation logic with explicit references to DAO-level implementation details. Consider the example of Listing 6-37.

The ScatterEnemies method receives as its parameter the number of enemies to be created, the minimum distance from the player that an enemy can be created, the distance used to randomly position the enemies, and an instance of the Player. Inside the ScatterEnemies method, you generate all the enemies in a loop. For each enemy, you first generate a random offset vector using the distance parameter, and then check if each component of this offset vector is larger than the minDistance parameter. In this case, you set the enemy s position as the player s position summed to the generated offset vector. You also need to set a reference to the player in each enemy created. At the end, the ScatterEnemies method returns a list containing all the enemies created. You should call the ScatterEnemies method at the end of the CreateAlienPlanet method, as follows: // Enemies gameLevel.EnemyList = ScatterEnemies(game, 20, 150, 800, gameLevel.Player); Now that you ve created all the game level objects, your level is ready to be played.

Listing 6-37. Accessing a Lazy Association in a JSP <p>Consultant: ${timesheet.consultant.accountName}</p>

Now it s time to put all the game objects and logic together in a new class named GameScreen. GameScreen is the main game class, where you define which game map should be loaded, how the player is controlled, and how the scene objects are updated and drawn. In summary, the GameScreen class contains the main update and drawing logic. You should create the GameScreen class in the main namespace of your game project, the XNA TPS namespace. The GameScreen class extends the DrawableGameComponent class, allowing it to be added to the GameComponents collection of the Game class. Start the GameScreen class by declaring its attributes: // Game level LevelCreator.Levels currentLevel; GameLevel gameLevel; // Necessary services InputHelper inputHelper; // Text SpriteBatch spriteBatch; SpriteFont spriteFont; // Weapon target sprite Texture2D weaponTargetTexture; Vector3 weaponTargetPosition; // Aimed enemy Enemy aimEnemy; int numEnemiesAlive;

If the timesheet s association with the Consultant entity has not yet been materialized from the database and the entity is not currently associated with the Hibernate session, the entity will throw a LazyInitializationException and the page rendering will fail. One option would be to reassociate the entity with the session, but this creates a dependency on Hibernate in the JSP and clutters it with logic that is only very indirectly related to the rendering of page content. Spring provides a filter to address this problem. The filter keeps track of the Hibernate session object throughout the request life cycle: after a session is requested by the support DAOs, it is retained until the request cycle has completed, thus making it available to pagerendering logic such as that in Listing 6-30 without any additional coding. Listing 6-38 shows the filter being declared in the deployment descriptor and associated with all URLs for the web application s context path.

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