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