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Playing around with vertices and drawing primitives is somewhat cool, and it s important to help you understand what s happening behind the scenes when you draw a 3D model. But if you want to create a game with complex 3D objects, this approach would hardly be the best choice. In 1, you learned that XNA s Content Pipeline supports many file formats, including 3D object definition X and FBX files. These files store the definition of 3D objects, known as a 3D model or simply a model.

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The same warning shown in Figure A-17 will appear as a problem for resolution in the standard Eclipse Problems view, as shown in Figure A-18. Working on Java source code, Spring bean definition files, and Spring web flow definition files becomes a part of the same work flow.

As a simple definition, you can say a model is a hierarchy of meshes, which can be rendered independently. A mesh is a collection of interconnected vertices, along with some rendering information. XNA provides special classes to manipulate models and meshes: Model and ModelMesh. Using these classes will let you load and manipulate 3D models created in tools like Maya and 3ds Max in your game. This way, you can use much more sophisticated 3D models than you could possibly create inside your program working vertex by vertex. These models can store extra information such as colors, textures, and even animations that can be used by XNA. To create a program that manipulates models, you must first load a model as new content into your sample program. To do this, right-click the project in the Content folder in the Solution Explorer window, choose Add Existing Content, and select an X or FBX file. In this section s example, you ll use the Cube.X file, a simple file with a cube definition that comes with the DirectX Software Development Kit (SDK), which can be downloaded from the Microsoft site (http:// www.microsoft.com/directx).

Tip You can use other models with the same code, but you may need to adjust the view and projection

If you select the context menu for the web flow definition in the Spring Elements tree, you will see an option for Open Graphical Editor. If you select this option for the createUser-flow.xml web flow, the graphical view of the web flow shown in Figure A-19 will appear. If you look back to Figure 6-2 in 6, you will see that this is a slightly more technical view of essentially the same state transition diagram.

matrices depending on the model; or perform some transformation over the model in order to see it entirely on the game screen. After finishing this chapter s example, try loading and performing the necessary adjustments to use other models, so you ll better understand the view, projection, and transformations matrices before playing around with a full game.

This ability to view the state defined by the web flow is a useful feature when verifying your web flow against the initial design, but it is more than that. Unlike the bean definition graph, this is an editable diagram, and the changes you make will be represented in the underlying configuration file.

Once the content is in your project, you must declare a model variable to hold the reference to this content, at the Game1 class level: Model myModel; In the LoadContent method, you need to include a single line that loads the model: myModel = Content.Load<Model>("Cube"); Finally, you must include a loop in the Draw method to run through all meshes in the model and draw each one. Although there is only one mesh in this simple model, using this approach makes the code ready to draw complex models: // Loop through each mesh of the model foreach (ModelMesh mesh in myModel.Meshes) { // Draw the current mesh mesh.Draw(); } If you run your program now, you will see the mesh already loaded, along with the spinning 3D axis created in the previous section, as shown in Figure 8-17.

For example, if you double-click on the starting createUser state at the top of the graph, you will be presented with the View State dialog box shown in Figure A-20.

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