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ASP.NET Web PDF Document Viewer/Editor Control Library

public void LoadContent() { // Create the effect that will be used to draw the axis effect = new BasicEffect(device, null); // Calculate the effect aspect ratio, projection, and view matrix float aspectRatio = (float)deviceViewportWidth / deviceViewportHeight; effectView = MatrixCreateLookAt(new Vector3(00f, 20f, 20f), Vector3Zero, Vector3Up); effectProjection = MatrixCreatePerspectiveFieldOfView( MathHelperToRadians(450f), aspectRatio, 10f, 100f); effectLightingEnabled = false; // Create the 3D axis Create3DAxis(); } In the CreateLookAt method, you re creating the camera two units up (y axis) from the (0, 0, 0) position, and two units outside the screen boundaries (z-axis negative values are on the screen visible values and positive values are outside the screen boundaries); looking at the Zero vector (0, 0, 0), and setting the y axis as up with Vector3Up.

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The Spring IDE is also schema aware, allowing it to take advantage of the schemabased property specifications described in 3. Figure A-13 shows an example of autocompletion of a property defined in this manner. The features described so far allow you to manage the process of creating the bean definitions, and the Spring Elements explorer branch (or the Spring Explorer view) provide some benefits in visualizing and navigating the configuration files. Double-clicking on the various nodes within the Spring Elements branch allows you to open a view on the corresponding configuration file positioned to the appropriate line for the detail that the node represents. Right-clicking provides a context menu that (where appropriate) allows you to open the Java source code corresponding to the bean in question.

You then create a perspective projection matrix, looking in a 45-degree angle as the field of view The rendering happens for objects from 1 to 10 units from the screen (z values from 1 to 10) Finally, you disable lighting, so the whole scene is rendered with a simple and omnidirectional default light, which does not generate any gradients or shades The UnloadContent method also needs to be completed to include the disposal of the effect object, as follows: public void UnloadContent() { if (vertexBuffer != null) { vertexBufferDispose(); vertexBuffer = null; }.

In addition to the normal Spring Explorer view of the beans, there is an Open Graph context menu option on the nodes within the Spring Explorer. Selecting this option presents a read-only graphical representation of the dependencies established by the definition files. Figure A-14 shows part of a graph of the bean dependencies established by the timesheet-webapp project s applicationContext.xml bean definition file.

if (effect != null) { effect.Dispose(); effect = null; } } Now that you ve set up the vertex buffer and the effect, you need to code the Draw method of the cls3Daxis class, which will use the effect to draw the scene, following the blueprint code presented earlier, in the Lights, Camera . . . Effects! section. In the next code fragment, you configure the device to use the vertex format you are using (vertices defined by their position and color). Then, you send the device vertex stream to your vertex buffer, defining the starting point in this stream (start reading from the first vertex) and the size of each vertex element. Once the device is configured, you enter the drawing loop, and call device.DrawPrimitives for every pass of the current effect technique (as explained earlier in this chapter), stating that you are drawing 11 lines (made of 22 vertices). public void Draw() { // Create a vertex declaration to be used when drawing the vertices device.VertexDeclaration = new VertexDeclaration(device, VertexPositionColor.VertexElements); // Set the vertex source device.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); // Draw the 3D axis effect.Begin(); foreach(EffectPass CurrentPass in effect.CurrentTechnique.Passes) { CurrentPass.Begin(); // We are drawing 22 vertices, grouped in 11 lines device.DrawPrimitives(PrimitiveType.LineList, 0, 11); CurrentPass.End(); } effect.End(); } This code concludes the cls3Daxis class. All you need to do now is call this class s methods from within the Game1 main class, and you ll be able to see the 3D axis.

In the previous section, you created the cls3Daxis class, which provides methods with the same names of the main class of XNA programs: LoadContent, UnloadContent, and Draw. To use this class, let s now create a new, empty XNA Windows Game project. As you know, the Game1 class is generated for you automatically. You need to define an object of the cls3Daxis class, initialize it, and call the corresponding methods on the Game1 class. The code for the updated methods is as follows:

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