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Figure 8-5. Vertices rendered as a point list LineList: The vertices are rendered in pairs, with lines connecting each pair. This call fails if you do not pass a vertex buffer with an even number of vertices. Figure 8-6 illustrates the use of a line list primitive type.

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Figure 8-6. The same vertices rendered as a line list LineStrip: All the vertices in the buffer are rendered as a single, connected line. This can be useful when debugging, because this primitive type allows you to see a wireframe image of your objects, regardless of the number of vertices. Figure 8-7 presents a line strip primitive type sample.

<bean id="soap" class="com.apress.coupling.SoapImpl" /> <bean id="looseSmtp" class="com.apress.coupling.LooselyCoupled"> <constructor-arg ref="smtp" /> </bean> <bean id="looseSoap" class="com.apress.coupling.LooselyCoupled"> <constructor-arg ref="soap" /> </bean> </beans> This is still quite wordy, but when you discount some of the boilerplate and redundancy of the XML format itself, you can see that this is a much closer approximation to the simplicity of Listing 3-4. In fact, in some ways we have already started to see some of the power of the Spring configuration approach. By default, XML bean definitions describe singletons (this can be overridden by use of the scope attribute on the bean element). Listing 3-4 uses the transport implementations only once, but if we did so multiple times, we would have to write a suitable singleton container for each of the implementations. Here Spring provides this out of the box. Listing 3-7 shows how we can create a factory from the configuration file shown in Listing 3-6, and one way that the appropriate beans can be extracted from the factory and methods invoked upon them.

Following is the complete code for the ExtractSkeletonAndAnimations method: private AnimatedModelData ExtractSkeletonAndAnimations(NodeContent input, ContentProcessorContext context) { // Find the root bone node BoneContent skeleton = MeshHelper.FindSkeleton(input); // Transform the hierarchy in a list (depth traversal) IList<BoneContent> boneList = MeshHelper.FlattenSkeleton(skeleton); context.Logger.LogImportantMessage("{0} bones found.", boneList.Count); // Create skeleton bind pose, inverse bind pose, and parent array Matrix[] bonesBindPose = new Matrix[boneList.Count]; Matrix[] bonesInverseBindPose = new Matrix[boneList.Count]; int[] bonesParentIndex = new int[boneList.Count]; List<string> boneNameList = new List<string>(boneList.Count); // Extract and store the data needed from the bone list for (int i = 0; i < boneList.Count; i++) { bonesBindPose[i] = boneList[i].Transform; bonesInverseBindPose[i] = Matrix.Invert(boneList[i].AbsoluteTransform); int parentIndex = boneNameList.IndexOf(boneList[i].Parent.Name); bonesParentIndex[i] = parentIndex; boneNameList.Add(boneList[i].Name); } // Extract all animations AnimationData[] animations = ExtractAnimations( skeleton.Animations, boneNameList, context); return new AnimatedModelData(bonesBindPose, bonesInverseBindPose, bonesParentIndex, animations); } After extracting the model s skeleton, you call the ExtractAnimations method to extract the model s animations, as explained in the next section.

final BeanFactory bf = new ClassPathXmlApplicationContext("exampleContext.xml"); final LooselyCoupled c1 = (LooselyCoupled)bf.getBean("looseSmtp"); c1.sendMessage(); final LooselyCoupled c2 = (LooselyCoupled)bf.getBean("looseSoap"); c2.sendMessage(); This extraction of the bean by name in this example is actually dependency lookup rather than dependency injection. A stand-alone application would generally extract at most one bean by dependency lookup, and this in turn would be configured with the rest of the dependencies required over the application s lifetime. A web application would usually be configured from a servlet provided as a part of the Spring library, which would carry out this lookup for us.

The importer has stored the model s animations as an animation dictionary that maps a string containing the animation name to an AnimationContent object containing the animation data. You can access the animation dictionary from the Animations property of the root node of type

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