20 #ifndef PS_EFFECT_OBJ_STAR_HEADER 21 #define PS_EFFECT_OBJ_STAR_HEADER 24 #include <imesh/genmesh.h> 65 this->parent = parent;
88 const csVector3*
UpdateVertices(csTicks current,
const csVector3* verts,
int num_verts, uint32 version_id);
99 const csColor4*
UpdateColors(csTicks current,
const csColor4* colors,
int num_colors, uint32 version_id);
108 bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
109 bool Render(
const csVector3 &up);
110 bool Update(csTicks elapsed);
124 csRef<iGeneralMeshState> genState;
const csBox3 * UpdateBoundingBoxes(csTicks, uint32)
psEffectObj * Clone() const
Clones the effect object.
bool AnimatesVertices() const
const float UpdateRadius(csTicks, uint32, const float radius)
The manager of all 2D effect elements.
bool Render(const csVector3 &up)
Renders the effect.
MeshAnimControl(psEffectObjStar *parent)
bool AnimatesColors() const
const csColor4 * UpdateColors(csTicks current, const csColor4 *colors, int num_colors, uint32 version_id)
const csVector3 * UpdateVertices(csTicks current, const csVector3 *verts, int num_verts, uint32 version_id)
bool AnimatesTexels() const
virtual ~MeshAnimControl()
const csBox3 & UpdateBoundingBox(csTicks, uint32, const csBox3 &bbox)
An effect is not much more than a collection of effect objects.
const csVector2 * UpdateTexels(csTicks, const csVector2 *texels, int, uint32)
psEffectObjStar(iView *parentView, psEffect2DRenderer *renderer2d)
const csVector3 * UpdateNormals(csTicks, const csVector3 *normals, int, uint32)
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node.
bool AnimatesBBoxRadius() const
void Update(csTicks, int, uint32)
csRef< MeshAnimControl > meshControl
psEffect2DRenderer * renderer2d
bool AnimatesNormals() const