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enerally, when you are writing code, your class will accumulate dependencies. Typically, you will use dozens of other classes: the primitive wrapper classes, the collection classes, and so on. Some of these will be as general as String or Integer, and others will be domain specific. For the most part, nothing changes with inversion of control. The internal implementation details of your classes should look much the same before and after. However, if your class has a dependency on a particular external class that could reasonably have alternative implementations, or if a class represents data that you might reasonably want to change at some future date, inversion of control frameworks such as Spring allow you to supply these dependencies at a later date. Because you are providing the dependencies from outside the class instead of acquiring them directly, this form of inversion of control is also known as dependency injection (DI). Spring doesn t do any magic here you still need to supply reference variables with which to manipulate these external dependencies but it does move the configuration details of these dependencies from compile-time to runtime.

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// Update coordinate system when the unit rotates if (angularVelocity != Vector3.Zero) { Transformation.Rotate += angularVelocity * elapsedTimeSeconds * speed; NormalizeBaseVectors(); } base.Update(time); } private void NormalizeBaseVectors() { // Get the vectors from the animated model matrix headingVec = Transformation.Matrix.Forward; strafeVec = Transformation.Matrix.Right; upVec = Transformation.Matrix.Up; } In the Update method, you first update the unit s animated model, passing the elapsed time since the last update and a parent matrix used to transform the animated model. Because there is no need to transform the animated model, you can pass the identity matrix to update it. After that, you update the unit s linear and angular velocity. If the unit s linearVelocity or gravityVelocity is not zero, the unit is moving, and you need to call the UpdateHeight method to ensure that the unit is correctly positioned over the terrain. You also need to set the needUpdateCollision flag to true, to update the position of the unit s collision volumes. Last, if the unit s angularVelocity is not zero, you call the NormalizeBaseVectors method to update its orientation vectors (heading, strafe, and up vectors) and make sure their lengths are exactly 1. You can extract these vectors from the transformation matrix of the unit s animated model.

In principle, you don t need a framework to inject dependencies into your code; you can do this from code. In practice, however, most applications built by using inversion of control use a framework of some type to carry out the dependency injection. Typically, as with Spring, these read configuration information and then use the Java reflection API or bytecode manipulation to invoke the appropriate methods on your code to inject the dependencies. Although this behavior is not innate in the dependency injection approach, it is so widespread that it might as well be. Unfortunately, it leads directly to the one real disadvantage that containers such as Spring have over hard-coding of dependencies: that they lose some of the advantages of static type checking. The configuration information will

You can check for collisions between the scene objects using some different approaches. One way is to check the intersection between all of their triangles. This method is the most accurate one, but it is also the most calculation-intensive. For example, to test the collision between two meshes having 2,000 triangles each, you would need to make 2000 2000 collision tests. This is more than you generally can afford. Another method for checking for collisions between two models is to simply check whether their collision volumes collide. Collision volumes provide a faster, although more inaccurate, way of checking the intersection between objects. In your game, you ll use two different collision volumes for each unit a box and a sphere to check its collision against other objects. When the collision volume is a box, it s called a bounding box; when the volume is a sphere, it s called a bounding sphere. The bounding box of a model is the smallest box that fits around a model. The bounding sphere of a model is the smallest sphere that surrounds a model. You can build the box you ll use for the collision aligned to the world axes. In this case, the box is called an axis-aligned bounding box (AABB). One of the advantages of the AABB is that the collision test with it is simple. However, the AABB can t be rotated, because it needs to keep its axes aligned with the world s axes. If the box used for collision is oriented with the unit s

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