Planeshift
Public Member Functions | Protected Attributes

psEffectObjLight Class Reference

#include <pseffectobjlight.h>

List of all members.

Public Member Functions

bool AttachToAnchor (psEffectAnchor *anchor)
 Attaches this mesh to the given effect anchor.
psEffectObjClone () const
 Clones the effect object.
bool Load (iDocumentNode *node, iLoaderContext *ldr_context)
 Loads the effect object from an xml node.
 psEffectObjLight (iView *parentView, psEffect2DRenderer *renderer2d)
bool Render (const csVector3 &up)
 Renders the effect.
bool Update (csTicks elapsed)
 Updates the spell effect -- called every frame.
 ~psEffectObjLight ()

Protected Attributes

csColor color
csRef< iLight > light
csLightAttenuationMode mode
csVector3 offset
float radius
csLightType type

Detailed Description

Definition at line 33 of file pseffectobjlight.h.


Constructor & Destructor Documentation

psEffectObjLight::psEffectObjLight ( iView *  parentView,
psEffect2DRenderer renderer2d 
)
psEffectObjLight::~psEffectObjLight ( )

Member Function Documentation

bool psEffectObjLight::AttachToAnchor ( psEffectAnchor newAnchor) [virtual]

Attaches this mesh to the given effect anchor.

Parameters:
newAnchorThe effect anchor to attach this mesh to.
Returns:
true If it attached properly, false otherwise.

Reimplemented from psEffectObj.

psEffectObj* psEffectObjLight::Clone ( ) const [virtual]

Clones the effect object.

This will almost always be overloaded.

Reimplemented from psEffectObj.

bool psEffectObjLight::Load ( iDocumentNode *  node,
iLoaderContext *  ldr_context 
) [virtual]

Loads the effect object from an xml node.

Parameters:
nodethe xml node containing the effect object, must be valid
ldr_contextthe current loader context.
Returns:
true on success, false otherwise

Reimplemented from psEffectObj.

bool psEffectObjLight::Render ( const csVector3 &  up) [virtual]

Renders the effect.

Parameters:
upthe base up vector of the effect obj
Returns:
true on success

Reimplemented from psEffectObj.

bool psEffectObjLight::Update ( csTicks  elapsed) [virtual]

Updates the spell effect -- called every frame.

Parameters:
elapsedthe ticks elapsed since last update
Returns:
false if the obj is useless and can be removed

Reimplemented from psEffectObj.


Member Data Documentation

csColor psEffectObjLight::color [protected]

Definition at line 51 of file pseffectobjlight.h.

csRef<iLight> psEffectObjLight::light [protected]

Definition at line 47 of file pseffectobjlight.h.

csLightAttenuationMode psEffectObjLight::mode [protected]

Definition at line 50 of file pseffectobjlight.h.

csVector3 psEffectObjLight::offset [protected]

Definition at line 52 of file pseffectobjlight.h.

Definition at line 48 of file pseffectobjlight.h.

csLightType psEffectObjLight::type [protected]

Definition at line 49 of file pseffectobjlight.h.


The documentation for this class was generated from the following file: