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// Before we can transform the mesh's vertices using the calculated // bone matrix, we need to put the vertices in the coordinate system // of the bone that is linked to it for (int i = 0; i < bonesAnimation.Length; i++) { bonesAnimation[i] = animatedModelData.BonesInverseBindPose[i] * bonesAbsolute[i]; } Following is the complete code for the Update method of the AnimatedModel class: private void UpdateAnimation(GameTime time, Matrix parent) { activeAnimationTime += new TimeSpan( (long)(time.ElapsedGameTime.Ticks * animationSpeed)); if (activeAnimation != null) { // Loop the animation if (activeAnimationTime > activeAnimation.Duration && enableAnimationLoop) { long elapsedTicks = activeAnimationTime.Ticks % activeAnimation.Duration.Ticks; activeAnimationTime = new TimeSpan(elapsedTicks); activeAnimationKeyframe = 0; } // Every time the animation starts put the local bind pose in // the bones array if (activeAnimationKeyframe == 0) { for (int i = 0; i < bones.Length; i++) bones[i] = animatedModelData.BonesBindPose[i]; } // Browse all animation keyframes until the current time // is reached. This is possible because we have sorted the // keyframes by time during the model processing int index = 0; Keyframe[] keyframes = activeAnimation.Keyframes; while (index < keyframes.Length && keyframes[index].Time <= activeAnimationTime) { int boneIndex = keyframes[index].Bone; bones[boneIndex] = keyframes[index].Transform * bonesTransform[boneIndex]; index++; }

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public void findTimesheet(final Timesheet timesheet) { final UserAccount account = timesheet.getConsultant(); if( usersMatch(account) || isAdministrator()) { return; } final UserAccount currentUser = PrincipalHelper.getUser(); throw new TimesheetSecurityException( "Access violation while attempting to list resources", currentUser); } In both of the implementations, I have used the approach of throwing an exception to indicate that the requirements were not met regardless of whether the original method succeeded or failed. This allows the specific security event to be communicated to higher layers without needing to cater for special security-oriented return values in the API of the service layer. In this section, you have looked at only a couple of the types of advice that can be declared (before and after-returning). The other mechanisms available are after-throwing for intercepting exceptions, after (which runs regardless of how the method completes the after-returning method won t be invoked if the service method throws an exception of its own accord), and around, which allows you to take full control of the method life cycle, even preventing the service method from being invoked without needing to throw an exception.

activeAnimationKeyframe = index - 1; } // Calculate the bones absolute coordinate bonesAbsolute[0] = bones[0] * parent; for (int i = 1; i < bonesAnimation.Length; i++) { int boneParent = animatedModelData.BonesParent[i]; // Transform the bone configuration by its // parent configuration bonesAbsolute[i] = bones[i] * bonesAbsolute[boneParent]; } // Before we can transform the vertices we // need to put the vertices in the coordinate system of the // bone that is linked to it for (int i = 0; i < bonesAnimation.Length; i++) { bonesAnimation[i] = animatedModelData.BonesInverseBindPose[i] * bonesAbsolute[i]; } }

In the previous section, you looked at a single mechanism for implementing aspects in Spring. In this section, I will briefly mention other ways of implementing aspects by using the AspectJ annotation-based syntax and by creating custom Advice and Pointcut implementation classes.

At every time interval, you need to animate (transform) the model s mesh according to the current skeleton model. The advantage of transforming the model s mesh on the GPU is that it does this transformation much faster than the CPU can, as a GPU is optimized to run trivial operations such as multiplication and division in massive parallelism. In this section, you ll create an effect for the animated model rendering that will transform the mesh s vertices in its vertex shader. This effect will also support two omnidirectional light sources and texturing.

As you ve learned in previous chapters, it s a good practice to start by defining the uniform variables used by your effect. These are the variables set by your XNA program, and they remain constant for all vertices and pixels during the rendering of the entire frame. Let s start with the general variables, which are not specific to this chapter and have been explained in previous chapters: // Matrix // ------------------------------------------------float4x4 matW : World; float4x4 matV : View; float4x4 matVI : ViewInverse; float4x4 matWV : WorldView; float4x4 matWVP : WorldViewProjection;

Spring provides support for the annotations of a third-party library, AspectJ. AspectJ annotations allow you to express the pointcut definitions, the advices relationships with the pointcuts, and the aspect implementation all within the class implementation files. The major advantage of this technique is that this configuration information can be picked up purely by adding the <aop:aspectj-autoproxy/> element to the configuration file. Conversely, this can be a disadvantage if the user expects to have more visibility on the configuration and it s hidden away in an implementation file. Listing 5-25 shows the implementation of our timesheet security advice class with suitable annotations to apply the same rules as were specified in Listing 5-22. The initial set of five private methods in Listing 5-25 are provided purely as places to define the pointcuts.

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