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There s a class library that I ve been using in almost every example in the book so far. It is the one that contains the Console class. The Console class is defined in an assembly called mscorlib in a file called mscorlib.dll. You won t find this assembly listed in the References folder, however. Assembly mscorlib contains the definitions of the C# types, and the basic types for most .NET languages. It must always be referenced when compiling a C# program, so Visual Studio does not show it in the References folder. When you take into account mscorlib, the compilation process for MyWidgets looks more like the representation shown in Figure 10-3. After this, I will assume the use of the mscorlib assembly, without representing it again.

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public TerrainContent(VertexPositionNormalTexture[] vertices, int[] indices, TextureContent grass, float[,] heightData) { vbc = new VertexBufferContent(); vbc.Write<VertexPositionNormalTexture>(0, VertexPositionNormalTexture.SizeInBytes, vertices); ic = new IndexCollection(); ic.AddRange(indices); bmc = new BasicMaterialContent(); this.grass = grass; this.heightData = heightData; } } The TypeWriter must be capable of serializing a TerrainContent object. It is important to note that this TypeWriter specifies that the serialized TerrainContent object should be deserialized into a Terrain object. As always, it should also specify which TypeReader is capable of doing this.

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EAN - 128 (also known as: EAN - 128 , UCC- 128 , USS- 128 , UCC. EAN - 128 , and GTIN- 128 ) is developed to provide a worldwide format and standard for exchanging common data between companies. It is a variable-length linear barcode with high density.
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[ContentTypeWriter] public class CPTerrainTypeWriter : ContentTypeWriter<TerrainContent> { protected override void Write(ContentWriter output, TerrainContent value) { output.WriteObject<VertexBufferContent>(value.VertexBufferCont); output.WriteObject<IndexCollection>(value.IndexCollection); output.WriteObject<BasicMaterialContent>(value.BasicMaterialCont); output.WriteObject<TextureContent>(value.GrassTexture); int width = value.HeightData.GetLength(0); int height = value.HeightData.GetLength(1); output.WriteObject<int>(width); output.WriteObject<int>(height); for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) output.WriteObject<float>(value.HeightData[x, y]); } public override string GetRuntimeType(TargetPlatform targetPlatform) { return typeof(Terrain).AssemblyQualifiedName; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return typeof(TerrainTypeReader).AssemblyQualifiedName; } } This is the corresponding TypeReader. Whenever your project starts, it reads the contents of the binary file. From its contents, it generates a VertexBuffer, an IndexBuffer, a BasicEffect, a Texture2D, and a 2D array of floats. All these objects are used to create a Terrain object, which is returned to your XNA code: class TerrainTypeReader : ContentTypeReader<Terrain> { protected override Terrain Read(ContentReader input, Terrain existingInstance) { VertexBuffer vb = input.ReadObject<VertexBuffer>(); IndexBuffer ib = input.ReadObject<IndexBuffer>(); BasicEffect bEffect = input.ReadObject<BasicEffect>(); Texture2D grass = input.ReadObject<Texture2D>(); int width = input.ReadObject<int>(); int height = input.ReadObject<int>(); float[,] heightData = new float[width, height]; for (int x = 0; x < width; x++)

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Figure 10-3. Referencing class libraries Now suppose that your program has been working fine with the SquareWidget class, but you want to expand its capabilities to use a class called CircleWidget, which is defined in a different assembly called UltraLib. The MyWidgets source code now looks like the following. It creates a SquareWidget object as defined in SuperLib, and a CircleWidget object as defined in UltraLib. class WidgetsProgram { static void Main( ) { SquareWidget sq = new SquareWidget(); ... CircleWidget circle = new CirclWidget(); ... } }

for (int y = 0; y < height; y++) heightData[x, y] = input.ReadObject<float>(); Terrain terrain = new Terrain(vb, ib, bEffect, grass, heightData); return terrain; } } So far for the body of the content pipeline, the image that is used as the input of the content pipeline is actually processed into a TerrainContent object in the Process method: [ContentProcessor] public class HeightMapProcessor : ContentProcessor<TextureContent, TerrainContent> { public override TerrainContent Process(TextureContent input, ContentProcessorContext context) { TextureContent usualImage = context.Convert<TextureContent, TextureContent>(input, "TextureProcessor"); usualImage.ConvertBitmapType(typeof(PixelBitmapContent<Color>)); PixelBitmapContent<Color> image = (PixelBitmapContent<Color>)usualImage.Faces[0][0]; float[,] heightData = HeightMapToArray(image); VertexPositionNormalTexture[] vertices = CreateTerrainVertices(heightData); int[] indices = CreateTerrainIndices(heightData); vertices = GenerateNormalsForTriangleStrip(vertices, indices); ExternalReference<TextureContent> grassAsset = new ExternalReference<TextureContent>("Grass.dds"); TextureContent grass = context.BuildAndLoadAsset<TextureContent, TextureContent>(grassAsset, "TextureProcessor"); TerrainContent tc = new TerrainContent(vertices, indices, grass, heightData); return tc; } private float[,] HeightMapToArray(PixelBitmapContent<Color> image) { //see Recipe 5-8 }

private VertexPositionNormalTexture[] CreateTerrainVertices(float[,] heightData) { //see Recipe 5-8 } private int[] CreateTerrainIndices(float[,] heightData) { //see Recipe 5-8 } private VertexPositionNormalTexture[] GenerateNormalsForTriangleStrip(VertexPositionNormalTexture[] vertices, int[] indices) { //see Recipe 5-7 } }

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The source code for class library UltraLib is shown in the following example. Notice that besides class CircleWidget, like library SuperLib, it also declares a class called SquareWidget. You can compile UltraLib to a DLL and add it to the list of references in project MyWidgets. public class SquareWidget { ... } public class CircleWidget { public double Radius = 0; public double Area { get { ... } } } When you attempt to compile program MyWidgets, however, the compiler produces an error message, because it doesn t know which version of class SquareWidget to instantiate. This name clash is illustrated in Figure 10-4.

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