20 #ifndef PS_EFFECT_OBJ_QUAD_HEADER 21 #define PS_EFFECT_OBJ_QUAD_HEADER 24 #include <imesh/genmesh.h> 25 #include <csutil/cscolor.h> 40 this->parent = parent;
86 const csVector3*
UpdateVertices(csTicks current,
const csVector3* verts,
int num_verts, uint32 version_id);
87 const csVector2*
UpdateTexels(csTicks current,
const csVector2* texels,
int num_texels, uint32 version_id);
88 const csVector3*
UpdateNormals(csTicks ,
const csVector3* normals,
int ,
93 const csColor4*
UpdateColors(csTicks ,
const csColor4* colors,
int ,
106 virtual bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
107 virtual bool Render(
const csVector3 &up);
108 virtual bool Update(csTicks elapsed);
135 csRef<iMaterialWrapper>
mat;
const float UpdateRadius(csTicks, uint32, const float radius)
virtual void CloneBase(psEffectObj *newObj) const
Convenience function to clone the base member variables.
virtual bool UseUniqueMeshFact() const
Decides whether or not this quad will have a unique mesh factory per effect instance.
void Update(csTicks, int, uint32)
virtual ~psEffectObjQuad()
csRef< iGeneralMeshState > genState
The manager of all 2D effect elements.
bool AnimatesVertices() const
MeshAnimControl(psEffectObjQuad *parent)
const csBox3 * UpdateBoundingBoxes(csTicks, uint32)
virtual ~MeshAnimControl()
bool AnimatesTexels() const
bool AnimatesNormals() const
bool AnimatesBBoxRadius() const
virtual bool Render(const csVector3 &up)
Renders the effect.
virtual bool CreateMeshFact()
Creates a mesh factory for this quad.
const csVector3 * UpdateVertices(csTicks current, const csVector3 *verts, int num_verts, uint32 version_id)
const csVector2 * UpdateTexels(csTicks current, const csVector2 *texels, int num_texels, uint32 version_id)
const csColor4 * UpdateColors(csTicks, const csColor4 *colors, int, uint32)
psEffectObjQuad(iView *parentView, psEffect2DRenderer *renderer2d)
An effect is not much more than a collection of effect objects.
const csBox3 & UpdateBoundingBox(csTicks, uint32, const csBox3 &bbox)
csRef< iMaterialWrapper > mat
const csVector3 * UpdateNormals(csTicks, const csVector3 *normals, int, uint32)
virtual bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node.
csRef< MeshAnimControl > meshControl
virtual bool PostSetup()
performs the post setup (after the effect obj has been loaded).
virtual psEffectObj * Clone() const
Clones the effect object.
bool AnimatesColors() const
psEffect2DRenderer * renderer2d