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not be read until runtime; therefore, any incompatible type information given in the configuration will not cause errors to be produced until runtime. If you are worried by this sudden loss of an important advantage of Java development, I can reassure you. This is not as big a deal as you might think. When I first encountered Spring, I was very resistant to the dynamic type checking aspect of it. However, experience proved to me that it was not the awful design flaw that I at first took it for. In practice, in Spring this disadvantage is ameliorated by the tendency for the configuration information to be processed as early as possible in the life cycle of a Spring-based application. Java is a strongly typed language, so inappropriate casts will usually cause a conspicuous and immediate application failure. That in turn means that a reasonable minimum of testing in your development infrastructure will allow you to detect most type inconsistencies at build-time, which is very nearly as good as compile-time for most purposes. Additionally, tools such as the Spring IDE (discussed in the appendix) provide features to perform type validation during the development process.

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axes, it s then called an object-oriented bounding box (OOBB). A collision test using an OOBB is slower than one using an AABB, but the OOBB provides a box that always has the same orientation as the unit. Figure 13-5 illustrates the creation of an AABB and an OOBB for a unit with two different orientations.

Developers are sometimes hazy about the distinctions between static and strong typing, probably because the specific terminology is unimportant unless you are frequently migrating between languages using other approaches to typing. A strongly typed language such as Java does not allow operations to be performed at runtime on variables of the wrong type. For example, Java does not allow an Integer reference to be assigned to a String variable. A weakly typed language would perform an implicit type conversion, allowing the assignment. A statically typed language such as Java determines all (or as many as possible) type incompatibilities at runtime and will not compile until these are eliminated. A dynamically typed language does not perform any type checking until runtime. There are a few other minor disadvantages to Spring as a specific framework for dependency injection. The XML-based configuration files typically used can become confusing if they are not thoughtfully maintained. Expressing relationships between Java components in XML sometimes feels inelegant. The extensive use of reflection to inject dependencies can make debugging more complex. These issues are specific to Spring s implementation, not to DI itself, but the use of Spring as an implementation more than compensates for these.

Figure 13-5 Creating an AABB and an OOBB for a model The AABB and the OOBB are the same when the model has the same orientation as the world (left) The AABB created for the new model orientation (middle) The OOBB created for the new model orientation (right) Because XNA already has a class to handle an AABB, you ll use it as the box volume for the unit So, each unit will have an AABB and a bounding sphere volume, represented using XNA s BoundingBox and BoundingSphere classes The default model processor of the Content Pipeline generates a bounding sphere volume for each bone present in a model that is processed In this way, you have a bounding sphere for each model s submesh You can avoid testing the collision with each mesh of the model, by creating a global bounding sphere for the entire model.

Also, because the default model processor doesn t generate a bounding box (AABB) volume, you need to generate one for the model You can create the bounding box and bounding sphere for the unit by extending its model processor, which is the AnimatedModelProcessor class created in 12 First, open the AnimatedModelProcessor class, which is inside the AnimatedModelProcessorWin project Then create a method named GetModelVertices to extract all the vertices of the model s meshes You ll use these vertices to create the collision volumes of the model, through the CreateFromPoints method of XNA s BoundingBox and BoundingSphere classes The CreateFromPoints method creates a volume, making sure the volume contains all of the specified points Following is the code for the GetModelVertices method: private void GetModelVertices(NodeContent node, List<Vector3> vertexList) { MeshContent meshContent = node as MeshContent; if (meshContent != null) { for (int i = 0; i < meshContentGeometry.

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