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// rotation rotatedPoint.X = (float)(Math.Cos(-Angle) * point.X - Math.Sin(-Angle) * point.Y); rotatedPoint.Y = (float)(Math.Sin(-Angle) * point.X + Math.Cos(-Angle) * point.Y); // Move the bounding box to object space too bbox.Offset((int)-PositionX, (int)-PositionY); // Does the bounding box contain the rotated sprite return bbox.Contains((int)rotatedPoint.X, (int)rotatedPoint.Y); }

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This time the camera moves forward and backward and turns left or right based only on glove movements; no key presses are necessary I utilize my JOAL sound manager class from the previous chapter to put a musical cow into the scene; the music s intensity and speaker mix varies depending on the user s proximity to the cow Perhaps mercifully, the music can be paused by the user clenching his fist or pressing a button on the glove Another fist-clench, or button-press, resumes the audio accompaniment Another aspect of this chapter is the approach taken to integrate a less well-known device into Java Before any coding began, the device was tested and configured using OS tools and software supplied by the vendor Configuration details were also obtained from a simple GUI application with no 3D visuals, making the transition to the full 3D example easier.

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Figure 4-2. The key cache You can monitor the server s usage of the key cache by reviewing the following server statistical variables: Key_blocks_used: This variable stores the number of index blocks currently contained in the key cache. This should be high, as the more blocks in the key cache, the less the server is using disk-based I/O to examine the index data. Key_read_requests: This variable stores the total number of times a request for index blocks has been received by the key cache, regardless of whether the key cache actually needed to read the block from disk. Key_reads: This variable stores the number of disk-based reads the key cache performed in order to get the requested index block. Key_write_requests: This variable stores the total number of times a write request was received by the key cache, regardless of whether the modifications (writes) of the key data were to disk. Remember that the key cache writes changes to the actual .MYI file only when the index block is deemed too cold to stay in the cache and it has been marked dirty by a modification. Key_writes: This variable stores the number of actual writes to disk.

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Although rectangular hit tests are appropriate in some cases, in others it might be useful to test against a round sprite shape. To facilitate this, we can perform an elliptical hit test. The ellipse that will be tested will completely fill the rectangular region occupied by the sprite, as shown in Figure 4 4.

The wrapper classes were designed to hide and simplify as much of the glove s basic API as possible..

Experts have recommended that the Key_reads to Key_read_requests and Key_writes to Key_write_requests should have, at a minimum, a 1:50 1:100 ratio.11 If the ratio is lower than that, consider increasing the size of key_buffer_size and monitoring for improvements. You can review these variables by executing the following: mysql> SHOW STATUS LIKE 'Key_%';

Figure 4 4. The elliptical test region contained within a rectangular sprite Of course, ellipses, unlike circles, are affected by rotation, so we need to take this into account when working out whether a test point falls inside the ellipse. In Figure 4 5(a), we can see a rotated ellipse whose scale is such that its width is twice its height. Also marked in the figure are two test points, the first of which is within the ellipse, whereas the second is not (though it is within the bounds of the sprite rectangle). The approach that we take to determine whether the points are within the ellipse starts off the same as that used for the rectangle: performing the calculation to rotate the points and the ellipse back to an angle of zero. Once that has been done we can ignore the rotation and concentrate just on the elliptical shape. Again, we don t actually draw the sprite with the angle reset to zero or update the sprite s properties; we just perform the calculations that would be required for this rotation. If we were to draw the rotation, we would end up with the arrangement shown in Figure 4 5(b).

The P5 virtual reality glove (Figure 14-1) is an inexpensive data glove suitable for gaming and 3D virtual environments.

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EAN 128 in BIRT - OnBarcode
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