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In this equation, P 0 is the initial position of the vertex in the bone s bind pose coordinate system, P0 is the vertex position in the object coordinates system (the position stored inside the vertex), and Bone 1BindPose is the inverse matrix of the bone s absolute configuration in its bind pose. To place the vertex in the bone s coordinate system, you just need to multiply it by the inversed matrix of the bone in the bind pose. Using the two preceding equations, you can animate all the vertices of the mesh s model using its skeleton.

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The first equation in the preceding section doesn t allow more than one bone to affect a vertex. To calculate the final position of a vertex that is influenced by more than one bone, you need to calculate the final position of this vertex for each bone that influences it separately. Then you can calculate the vertex s final position as a sum of the vertices final positions that you previously calculated, taking the influence (weight) of each bone on the vertex into account. The following equation shows the calculation of the final position of a vertex that is affected by many bones:

I have chosen to build a simple but clean web interface by using HTML for the content and cascading style sheets (CSS) to control the presentation of the content. As with most of the other design decisions in this application, it allows me to concentrate on the Springspecific concerns, but it is not the only way to go.

Notice that the sum of the weights used to transform the vertices in the preceding figure must equal 1. Finally, the following equation shows the complete equation used to transform the mesh s vertices:

Note The administrative username and password for the example web application are admin and setec,

Notice that in this equation, you ll first calculate the average sum of the matrices used to transform the vertex. As a result, the vertex is transformed only once.

respectively, as indicated in the Specification section of this chapter. These are automatically created in the HSQL database when the application is first started, so you won t need to run any database scripts to get up and running.

During the model s animation, the code needs to constantly update the orientation of all bones according to the animation keyframes, where the keyframe contains the new configuration of the bones in its local coordinate system relative to its ancestor You ll process the model animation using both the CPU and the GPU You ll calculate the bone matrix (matrix [Bone 1BindPose * Bonei], shown in the last equation in the preceding section) on the CPU, because there are not that many bones You ll use the GPU for each vertex to combine the bone matrices and transform the position of the vertex with the resulting matrix To handle the animation process done on the CPU, you ll create an Update method for the AnimatedModel, in this section.

Although you can certainly build Spring-based applications that use Ajax or Macromedia Flash in the browser, these presentation details do not usually make much difference to the implementation of the rest of the site and are therefore not addressed here. However, I do show some examples of remote clients to the Spring application s service layer in 9.

To handle the animation process done on the GPU, you ll create a new effect for the animated models, in the next section In the CPU, you can divide the tasks to perform the model s animation into three main parts: First, you update the skeleton s bones according to the current animation that is being played and the elapsed time Next, you calculate the absolute coordinate of each bone Finally, you calculate the final bone matrix used to transform the vertices You start the first part of the animation process by calculating the current animation time This is done by incrementing the animation time by the elapsed time in Ticks since the last update, where the elapsed time is scaled by the animation speed: activeAnimationTime += new TimeSpan( (long)(timeElapsedGameTime.

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