20 #ifndef PS_EFFECT_OBJ_TRAIL_HEADER    21 #define PS_EFFECT_OBJ_TRAIL_HEADER    24 #include <imesh/genmesh.h>    25 #include <csgeom/spline.h>    66             this->parent = parent;
    89         const csVector3* 
UpdateVertices(csTicks current, 
const csVector3* verts, 
int num_verts, uint32 version_id);
   100         const csColor4* 
UpdateColors(csTicks current, 
const csColor4* colors, 
int num_colors, uint32 version_id);
   109     bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
   110     bool Render(
const csVector3 &up);
   111     bool Update(csTicks elapsed);
   122     csRef<iGeneralMeshState> genState;
   137     csCatmullRomSpline* spline[2];
 bool AnimatesVertices() const 
 
psEffectObj * Clone() const 
Clones the effect object. 
 
bool AnimatesBBoxRadius() const 
 
bool AnimatesNormals() const 
 
bool AnimatesColors() const 
 
The manager of all 2D effect elements. 
 
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node. 
 
virtual ~MeshAnimControl()
 
csRef< MeshAnimControl > meshControl
 
const csBox3 * UpdateBoundingBoxes(csTicks, uint32)
 
const csVector2 * UpdateTexels(csTicks, const csVector2 *texels, int, uint32)
 
const float UpdateRadius(csTicks, uint32, const float radius)
 
const csBox3 & UpdateBoundingBox(csTicks, uint32, const csBox3 &bbox)
 
const csVector3 * UpdateVertices(csTicks current, const csVector3 *verts, int num_verts, uint32 version_id)
 
An effect is not much more than a collection of effect objects. 
 
bool AnimatesTexels() const 
 
const csVector3 * UpdateNormals(csTicks, const csVector3 *normals, int, uint32)
 
const csColor4 * UpdateColors(csTicks current, const csColor4 *colors, int num_colors, uint32 version_id)
 
MeshAnimControl(psEffectObjTrail *parent)
 
bool Render(const csVector3 &up)
Renders the effect. 
 
psEffectObjTrail(iView *parentView, psEffect2DRenderer *renderer2d)
 
void Update(csTicks, int, uint32)
 
psEffect2DRenderer * renderer2d