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Planeshift
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#include <pseffectobjquad.h>
Classes | |
| struct | MeshAnimControl |
Public Member Functions | |
| virtual psEffectObj * | Clone () const |
| Clones the effect object. | |
| virtual void | CloneBase (psEffectObj *newObj) const |
| Convenience function to clone the base member variables. | |
| virtual bool | Load (iDocumentNode *node, iLoaderContext *ldr_context) |
| Loads the effect object from an xml node. | |
| psEffectObjQuad (iView *parentView, psEffect2DRenderer *renderer2d) | |
| virtual bool | Render (const csVector3 &up) |
| Renders the effect. | |
| virtual bool | Update (csTicks elapsed) |
| Updates the spell effect -- called every frame. | |
| virtual | ~psEffectObjQuad () |
Public Attributes | |
| csRef< MeshAnimControl > | meshControl |
Protected Member Functions | |
| virtual bool | CreateMeshFact () |
| Creates a mesh factory for this quad. | |
| virtual bool | PostSetup () |
| performs the post setup (after the effect obj has been loaded). | |
| virtual bool | UseUniqueMeshFact () const |
| Decides whether or not this quad will have a unique mesh factory per effect instance. | |
Protected Attributes | |
| csRef< iGeneralMeshState > | genState |
| csRef< iMaterialWrapper > | mat |
| float | quadAspect |
| csVector2 | texel [4] |
| csVector3 | vert [4] |
Definition at line 29 of file pseffectobjquad.h.
| psEffectObjQuad::psEffectObjQuad | ( | iView * | parentView, |
| psEffect2DRenderer * | renderer2d | ||
| ) |
| virtual psEffectObjQuad::~psEffectObjQuad | ( | ) | [virtual] |
| virtual psEffectObj* psEffectObjQuad::Clone | ( | ) | const [virtual] |
Clones the effect object.
This will almost always be overloaded.
Reimplemented from psEffectObj.
Reimplemented in psEffectObjText.
| virtual void psEffectObjQuad::CloneBase | ( | psEffectObj * | newObj | ) | const [virtual] |
Convenience function to clone the base member variables.
| newObj | reference to the new object that will contain the cloned variables |
Reimplemented from psEffectObj.
| virtual bool psEffectObjQuad::CreateMeshFact | ( | ) | [protected, virtual] |
Creates a mesh factory for this quad.
| virtual bool psEffectObjQuad::Load | ( | iDocumentNode * | node, |
| iLoaderContext * | ldr_context | ||
| ) | [virtual] |
Loads the effect object from an xml node.
| node | the xml node containing the effect object, must be valid |
| ldr_context | the current loader context. |
Reimplemented from psEffectObj.
Reimplemented in psEffectObjText.
| virtual bool psEffectObjQuad::PostSetup | ( | ) | [protected, virtual] |
performs the post setup (after the effect obj has been loaded).
Things like create mesh factory, etc are initialized here.
Reimplemented in psEffectObjText.
| virtual bool psEffectObjQuad::Render | ( | const csVector3 & | up | ) | [virtual] |
Renders the effect.
| up | the base up vector of the effect obj |
Reimplemented from psEffectObj.
| virtual bool psEffectObjQuad::Update | ( | csTicks | elapsed | ) | [virtual] |
Updates the spell effect -- called every frame.
| elapsed | the ticks elapsed since last update |
Reimplemented from psEffectObj.
| virtual bool psEffectObjQuad::UseUniqueMeshFact | ( | ) | const [protected, virtual] |
Decides whether or not this quad will have a unique mesh factory per effect instance.
One example where a unique mesh fact is necessary is with text objs where a unique material is needed per mesh (a unique material requires a unique mesh fact).
csRef<iGeneralMeshState> psEffectObjQuad::genState [protected] |
Definition at line 130 of file pseffectobjquad.h.
csRef<iMaterialWrapper> psEffectObjQuad::mat [protected] |
Definition at line 135 of file pseffectobjquad.h.
Definition at line 99 of file pseffectobjquad.h.
float psEffectObjQuad::quadAspect [protected] |
Definition at line 137 of file pseffectobjquad.h.
csVector2 psEffectObjQuad::texel[4] [protected] |
Definition at line 133 of file pseffectobjquad.h.
csVector3 psEffectObjQuad::vert[4] [protected] |
Definition at line 132 of file pseffectobjquad.h.
1.7.3