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Now your indices are defined, but you still need to create your vertices. Remember that each vertex of your terrain grid should store its 3D position, a texture coordinate, a normal, and a tangent. In this section, you ll create the GenerateTerrainVertices method to generate the mesh s vertices. You ll place the terrain vertices over the world s x,z plane, centering the terrain at the

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Aspect-oriented programming (AOP) describes an approach to a set of problems that do not fit naturally into the object-oriented programming (OOP) approach to problem solving. AOP is not particularly new, but in the Java world it is only with the introduction of tools such as AspectJ and Spring AOP that it has gained a mainstream audience. Unfortunately, AOP introduces its own terminology, which Spring AOP has adopted for the sake of consistency with existing tools. The concepts are remarkably simple, however, even when the underlying implementation is complex. The use of an AOP framework allows a solution to a problem to be applied before and after the invocation of various externally identified method calls. This is a gross approximation to the depth of AOP, which I discuss in far more detail in 5, but it should be sufficient for this introductory chapter. Almost all Spring developers will want to take advantage of existing AOP libraries in Spring to apply to their own applications. The most typical example of this is the declarative transaction management library. In a conventional Java application, a service layer method s transaction management might be handled something like this: public class AccountServiceImpl extends ServiceImpl implements AccountService { public Account createAccount() { try { beginTransaction(); Account account = dao.save(new Account()); commitTransaction(); return account; } catch( Exception e ) { rollbackTransaction(); } } } With the use of declarative transaction management, the method implementation can be reduced to this:

world position (0, 0). To do that, you first need to calculate half the terrain size along the x and z axes, and then set the terrain s start position at minus its half size along the x and z axes (-halfTerrainWidth, -halfTerrainDepth). You can calculate the terrain size through the terrain attributes: vertexCountX, which stores the number of vertices of the terrain along the x axis; vertexCountZ, which stores the number of vertices of the terrain along the z axis; and blockScale, which stores the distance between the vertices in the x and z axes. After calculating the terrain size, you just need to divide it by two, as shown next: float float float float terrainWidth = (vertexCountX - 1) terrainDepth = (vertexCountZ - 1) halfTerrainWidth = terrainWidth * halfTerrainDepth = terrainDepth * * blockScale; * blockScale; 0.5f; 0.5f;

This chapter has covered Spring s support for a variety of data access approaches. I have shown how loose coupling can allow an application to be made less dependent on the specifics of the database being used. In a chapter on database access, you may have been expecting some discussion of transaction management. However, although transaction management is a feature of databases, it is not exclusively so. In the next chapter, I discuss the service layer and explain how you can use declarative transaction management to ensure that transactions are honored by all transactional resources not just databases without needing to encode the transaction behavior into your DAO implementations.

You can generate the terrain s vertex grid beginning at the terrain s start position and going over each row of the vertex grid, placing the vertices (going from x to +x), where each row is placed in a different grid column (going from z to +z) In this way, the grid s vertices have their position coordinates incremented along the x and z axes according to the block scale that you defined (see Figure 11-2, earlier in the chapter) While placing the vertices, you ll use the previously stored height map data to set the vertex height along the y axis Remember that you ve stored colors inside your mapHeight array, which means you need to reshape each color into a single height value For now, you ll simply take the red color component of each color as height for a vertex.

he service layer of an application represents the suite of operations that can be performed with that application. This layer is often broken down into several business domains. The service layer typically serves several purposes: Exposing the functionality of the application to the outside world Grouping together logically related functionality Implementing business logic Providing the boundary for transactional operations

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