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ASP.NET PDF Viewer using C#, VB/NET

public class TimesheetSecurityAdvice { public void list(final UserAccount account) { // ... } public void findTimesheet(final Timesheet timesheet) { // ... } } This advice class is configured as a normal Spring bean, as shown in Listing 5-16, and can therefore be injected with any other beans useful to the aspect. For example, in principle we might want to conduct a limited database query via a DAO bean to determine the user s access to the timesheet instead of relying on the service to retrieve the identified timesheet and then verify the access rights after the fact. However, for the sake of this example, we use the less-efficient method, and so no additional properties are required.

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To guarantee that all scene objects remain exactly on the terrain, you should be able to query the terrain s height at any position. For example, you would query the terrain s height if you wanted to make sure the feet of a character appeared on the ground properly. You can calculate the height of any position over the terrain starting from the terrain s vertices, whose heights you stored in the height map. To query the height of the terrain at an arbitrary world position, you first need to calculate this position relative to the terrain s vertex grid. You can do this by subtracting the queried world position from the terrain s origin position, making sure to take the terrain s world translation and rotation into account. Then you need to know in which quad of the terrain grid the position you are querying is located, which you can do by dividing the calculated position (relative to the terrain) by the terrain s block scale. Figure 11-11 shows an object in the world position (52, 48), where its position in the terrain grid is (1, 1).

<bean id="securityAdvice" class="com.apress.timesheets.TimesheetSecurityAdvice"/> The behavior of the advice is specified by using the aop:config element, which in turn contains aop:pointcut and aop:aspect elements (in that order). Listing 5-17 shows the pointcut to describe the listTimesheet method.

Figure 11-11. Object position relative to the terrain grid The code to calculate the x,z position of an object over the terrain grid follows: // Get the position relative to the terrain grid Vector2 positionInGrid = new Vector2( positionX - (StartPosition.X + Transformation.Translate.X), positionZ - (StartPosition.Y + Transformation.Translate.Z)); // Calculate the grid position Vector2 blockPosition = new Vector2( (int)(positionInGrid.X / blockScale), (int)(positionInGrid.Y / blockScale)); After you calculate in which quad of the grid the position is located, you need to find out in which of the two triangles of this quad it is located. You can do this by calculating the position of the object inside the quad and verifying if its position in the x axis is higher than its position in the z axis. When the object s x position is higher than the z position, the object will be found on the top triangle; otherwise, if the value is smaller, the object will be found on the bottom triangle, as shown in Figure 11-12.

Figure 11-12. A block in the terrain grid. If the x position inside the block is bigger than the z position, the object is in the top triangle. Otherwise, the object is in the bottom triangle. After finding in which triangle the object is positioned, you can obtain the height of a position inside this triangle through a bilinear interpolation of the height of the triangle s vertices. Use the following code for the GetHeight method to calculate the height of a terrain s position: private float GetHeight(float positionX, float positionZ) { float height = -999999.0f; if (heightmap == null) return height; // Get the position relative to the terrain grid Vector2 positionInGrid = new Vector2( positionX - (StartPosition.X + Transformation.Translate.X), positionZ - (StartPosition.Y + Transformation.Translate.Z)); // Calculate the grid position Vector2 blockPosition = new Vector2( (int)(positionInGrid.X / blockScale), (int)(positionInGrid.Y / blockScale)); // Check if the object is inside the grid if (blockPosition.X >= 0 && blockPosition.X < (vertexCountX - 1) && blockPosition.Y >= 0 && blockPosition.Y < (vertexCountZ - 1)) { Vector2 blockOffset = new Vector2( blockPosition.X - (int)blockPosition.X, blockPosition.Y - (int)blockPosition.Y);

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