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Figure 12-4. The XNA Content Pipeline classes used to import, process, compile, and read the game models After the models have been imported, they can be processed by their corresponding content processor, the ModelProcessor. This separation allows you to define two importers for importing X and FBX files, but use the same ModelProcessor to process their output. The ModelProcessor receives as a parameter the root NodeContent object, generated by the model importer, and returns a ModelContent object. The default ModelContent object returned by the default ModelProcessor has the processed model data, containing vertex and bone data, but no animation data. At the end of the first step, this processed data needs to be stored into an XNB binary file. To be able to store the ModelContent object into an XNB file, the ModelContent and each object inside it must have its own ContentTypeWriter. The ContentTypeWriter defines how the data of each object is written into the binary XNB file. During the second step, at runtime, the ContentManager reads in the binary XNB file and uses the correct ContentTypeReader for each object it finds in the XNB file. Because XNA s Content Pipeline does not have full support for models with skeletal animation, you need to extend the Content Pipeline, adding support for skeletal animation. Note that the Content Pipeline partially supports skeletal animation, because it can import the skeletal animation data from the X and FBX files, but it doesn t process the animation data contained in the files.

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<bean id="anonymousAuthentication" class= "org.acegisecurity.providers.anonymous.AnonymousAuthenticationProvider" > <property name="key" value="timesheetAnonymous" /> </bean> The anonymous user is not essential we have the capacity to exclude URLs from our filters entirely, which has much the same effect but it is often simpler to write code that manipulates users than to write code that assumes the existence of a user but takes special actions when no user exists. For example, when logging access to a website, we may want to track user information. The use of an anonymous user allows us to write code that assumes a user even when none really exists, reducing the amount of conditional logic required. On the other hand, this adds some additional memory overhead to the request (and potentially to the session), which may offset these advantages if you are expecting very heavy user loads. One of the most useful providers available to us is the DaoAuthenticationProvider class. This allows us to implement a DAO class and use this to determine the user s permissions. Despite the name, this class does not need to be part of our DAO layer, architecturally speaking. In Listing 7-10, the implementation class is actually configured as a member of our service layer (and thus subject to the AOP-applied transactional constraints configured in 5).

To add support for skeletal animation in XNA, you need to extend the default model processor, making it capable of processing and storing the model s skeleton and animations. To this end, you need to create some classes to store the skeletal animation data (each model s skeleton and animations). Since XNA does not know how to serialize and deserialize your custom classes, you will need to define a custom ContentTypeWriter and ContentTypeReader pair for each of them. Figure 12-5 shows the classes that you need to create to extend the Content Pipeline, adding support to models with skeletal animation. The classes that you need to create are marked in Figure 12-5.

<bean id="daoAuthentication" class="org.acegisecurity.providers.dao.DaoAuthenticationProvider"> <property name="passwordEncoder" ref="passwordEncoder" /> <property name="userDetailsService" ref="acegiUserDetailsService" /> </bean> <bean id="passwordEncoder" class="org.acegisecurity.providers.encoding.Md5PasswordEncoder"> <property name="encodeHashAsBase64" value="true" /> </bean> For a class to be used by the DaoAuthenticationProvider, it need only implement the interface shown in Listing 7-11. This will be passed the username for which a UserDetails object must be retrieved.

Figure 12-5. An extension of the Content Pipeline shown in Figure 12-4, which supports models with skeletal animation

public interface UserDetailsService { UserDetails loadUserByUsername(String username) throws UsernameNotFoundException, DataAccessException; } Listing 7-12 shows the interface that this UserDetails object must implement.

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