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As you would expect, these determine that the annotated method should be applied to the pointcut-defined methods before and after invocation, respectively, and there are @AfterThrowing, @After, and @Around annotations available to support advice applying to the other phases of the method life cycle The methods use the pointcut-defining methods to identify the methods to which they will be applied It is possible to omit the @Pointcut annotations entirely Listing 5-26 shows the @Before annotation with the pointcut definition included explicitly..

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The only mandatory action of the vertex shader is to produce the 2D screen coordinate of the vertex, which is done by transforming the absolute 3D position of the vertex by the combination of the view and projection matrices. However, this implies you first need to find the absolute 3D position, while the 3D position stored in the vertex and received by the vertex shader is defined relative to its bone. Therefore, the shader first needs to transform this position from bone space to object space or model space, by transforming it with the combined transformation of its bone. At this point, the position is defined relative to the model s origin. To obtain the absolute 3D position, or world position, you need to transform it to world space, which is done by transforming it by the world matrix, which contains the position and orientation of the object in the 3D world. After you know the 3D position in world space, you re ready to finally transform it into screen space by transforming it with the view and projection matrices.

@Before("execution(* com.apress.timesheets.service.TimesheetService.*(..)) " +" && args(account,..)") public void list(final UserAccount account) { ... } It is possible to move the pointcut annotations into a separate class from the aspect implementation, and Listing 5-27 shows a suitable pointcut definition class.

Inside the vertex shader, you should first calculate the final bone matrix used to transform the vertex position and normal. This corresponds to the final transformation equation presented in the Skeletal Animation Equations section earlier in this chapter. In this case, each vertex can depend on four bone matrices, where the four weights indicate the influence of each bone matrix. Remember that these bone matrices are updated at the beginning of each frame in the UpdateAnimation method, presented earlier.

@Aspect public class TimesheetSecurityPointcuts { @Pointcut("args(account,..)") public void accountParameterOperation(UserAccount account) {} @Pointcut("execution(com.apress.timesheets.entity.Timesheet *(..))") public void timesheetReturningOperation() {} @Pointcut("execution(* com.apress.timesheets.service.TimesheetService.*(..))") public void accountServiceOperation() {} @Pointcut("accountServiceOperation() && timesheetReturningOperation()") public void findTimesheetOperation() {} @Pointcut("accountServiceOperation() && accountParameterOperation(account)") public void accountTimesheetOperation(UserAccount account) {} } An advantage of taking this approach is that the pointcut definitions become independent of the aspects. They can be used to apply other aspects. They also reduce the clutter of the aspect implementation class. The disadvantage of this approach is that the corresponding method name when used in advice annotations must be fully qualified. Listing 5-28 shows the resulting change to the @Before and @AfterReturning annotations from Listing 5-25 when the pointcut methods have been moved into the external class of Listing 5-27.

// Calculate the final bone transformation matrix float4x4 matTransform = matBones[IN.boneIndex.x] * IN.boneWeight.x; matTransform += matBones[IN.boneIndex.y] * IN.boneWeight.y; matTransform += matBones[IN.boneIndex.z] * IN.boneWeight.z; float finalWeight = 1.0f - (IN.boneWeight.x + IN.boneWeight.y + IN.boneWeight.z); matTransform += matBones[IN.boneIndex.w] * finalWeight; Next, you transform the vertex position and normal by the final bone matrix, and store the result in the position variable. The position you calculate is the final 3D position of the vertex in the model, after taking the animation into account. After that, you transform it by a matrix that combines the world, view, and projection transformations, to move the model to its position in the absolute 3D world and transform this absolute 3D position to its 2D screen coordinates. // Transform vertex and normal float4 position = mul(IN.position, matTransform); float3 normal = mul(IN.normal, matTransform); OUT.hposition = mul(position, matWVP); OUT.normal = mul(normal, matWV);

@Before("com.apress.timesheets.TimesheetSecurityPointcuts .accountTimesheetOperation(account)") public void list(final UserAccount account) { ... } @AfterReturning(pointcut= "com.apress.timesheets.TimesheetSecurityPointcuts.findTimesheetOperation()", returning="timesheet") public void findTimesheet(final Timesheet timesheet) { ... }

Note Since the world, view, and projection matrices are the same for the entire model, they are often

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