/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #include "object/motion/motionbee.h" #include "app/app.h" #include "graphics/engine/modelmanager.h" #include "physics/physics.h" #include #define ADJUST_ANGLE false // true -> adjusts the angles of the members const float START_TIME = 1000.0f; // beginning of the relative time // Object's constructor. CMotionBee::CMotionBee(CObject* object) : CMotion(object) { m_armMember = START_TIME; m_armTimeAbs = START_TIME; m_armTimeMarch = START_TIME; m_armTimeAction = START_TIME; m_armTimeIndex = 0; m_armPartIndex = 0; m_armMemberIndex = 0; m_armLastAction = -1; m_bArmStop = false; } // Object's destructor. CMotionBee::~CMotionBee() { } // Removes an object. void CMotionBee::DeleteObject(bool bAll) { } // Creates a vehicle traveling any lands on the ground. bool CMotionBee::Create(Math::Vector pos, float angle, ObjectType type, float power) { Gfx::CModelManager* modelManager = Gfx::CModelManager::GetInstancePointer(); int rank; m_object->SetType(type); // Creates main base. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object m_object->SetObjectRank(0, rank); modelManager->AddModelReference("bee1.mod", false, rank); m_object->SetPosition(0, pos); m_object->SetAngleY(0, angle); // A vehicle must have an obligatory collision // with a sphere of center (0, y, 0) (see GetCrashSphere). m_object->CreateCrashSphere(Math::Vector(0.0f, 0.0f, 0.0f), 4.0f, SOUND_BOUM, 0.20f); m_object->SetGlobalSphere(Math::Vector(-1.0f, 1.0f, 0.0f), 5.0f); // Creates the head. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(1, rank); m_object->SetObjectParent(1, 0); modelManager->AddModelReference("bee2.mod", false, rank); m_object->SetPosition(1, Math::Vector(1.6f, 0.3f, 0.0f)); // Creates the tail. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(2, rank); m_object->SetObjectParent(2, 0); modelManager->AddModelReference("bee3.mod", false, rank); m_object->SetPosition(2, Math::Vector(-0.8f, 0.0f, 0.0f)); // Creates a right-back thigh. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(3, rank); m_object->SetObjectParent(3, 0); modelManager->AddModelReference("ant4.mod", false, rank); m_object->SetPosition(3, Math::Vector(-0.3f, -0.1f, -0.2f)); // Creates a right-back leg. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(4, rank); m_object->SetObjectParent(4, 3); modelManager->AddModelReference("ant5.mod", false, rank); m_object->SetPosition(4, Math::Vector(0.0f, 0.0f, -1.0f)); // Creates a right-back foot. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(5, rank); m_object->SetObjectParent(5, 4); modelManager->AddModelReference("ant6.mod", false, rank); m_object->SetPosition(5, Math::Vector(0.0f, 0.0f, -2.0f)); // Creates two middle-right thighs. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(6, rank); m_object->SetObjectParent(6, 0); modelManager->AddModelReference("ant4.mod", false, rank); m_object->SetPosition(6, Math::Vector(0.3f, -0.1f, -0.4f)); // Creates two middle-right legs. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(7, rank); m_object->SetObjectParent(7, 6); modelManager->AddModelReference("ant5.mod", false, rank); m_object->SetPosition(7, Math::Vector(0.0f, 0.0f, -1.0f)); // Creates two middle-right feet. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(8, rank); m_object->SetObjectParent(8, 7); modelManager->AddModelReference("ant6.mod", false, rank); m_object->SetPosition(8, Math::Vector(0.0f, 0.0f, -2.0f)); // Creates the right front thigh. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(9, rank); m_object->SetObjectParent(9, 0); modelManager->AddModelReference("ant4.mod", false, rank); m_object->SetPosition(9, Math::Vector(1.0f, -0.1f, -0.7f)); // Creates the right front leg. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(10, rank); m_object->SetObjectParent(10, 9); modelManager->AddModelReference("ant5.mod", false, rank); m_object->SetPosition(10, Math::Vector(0.0f, 0.0f, -1.0f)); // Creates the right front foot. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(11, rank); m_object->SetObjectParent(11, 10); modelManager->AddModelReference("ant6.mod", false, rank); m_object->SetPosition(11, Math::Vector(0.0f, 0.0f, -2.0f)); // Creates a left-back thigh. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(12, rank); m_object->SetObjectParent(12, 0); modelManager->AddModelReference("ant4.mod", false, rank); m_object->SetPosition(12, Math::Vector(-0.3f, -0.1f, 0.2f)); m_object->SetAngleY(12, Math::PI); // Creates a left-back leg. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(13, rank); m_object->SetObjectParent(13, 12); modelManager->AddModelReference("ant5.mod", false, rank); m_object->SetPosition(13, Math::Vector(0.0f, 0.0f, -1.0f)); // Creates a left-back foot. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(14, rank); m_object->SetObjectParent(14, 13); modelManager->AddModelReference("ant6.mod", false, rank); m_object->SetPosition(14, Math::Vector(0.0f, 0.0f, -2.0f)); // Creates two middle-left thigh. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(15, rank); m_object->SetObjectParent(15, 0); modelManager->AddModelReference("ant4.mod", false, rank); m_object->SetPosition(15, Math::Vector(0.3f, -0.1f, 0.4f)); m_object->SetAngleY(15, Math::PI); // Creates two middle-left legs. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(16, rank); m_object->SetObjectParent(16, 15); modelManager->AddModelReference("ant5.mod", false, rank); m_object->SetPosition(16, Math::Vector(0.0f, 0.0f, -1.0f)); // Creates two middle-left feet. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(17, rank); m_object->SetObjectParent(17, 16); modelManager->AddModelReference("ant6.mod", false, rank); m_object->SetPosition(17, Math::Vector(0.0f, 0.0f, -2.0f)); // Creates front-left thigh. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(18, rank); m_object->SetObjectParent(18, 0); modelManager->AddModelReference("ant4.mod", false, rank); m_object->SetPosition(18, Math::Vector(1.0f, -0.1f, 0.7f)); m_object->SetAngleY(18, Math::PI); // Creates front-left leg. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(19, rank); m_object->SetObjectParent(19, 18); modelManager->AddModelReference("ant5.mod", false, rank); m_object->SetPosition(19, Math::Vector(0.0f, 0.0f, -1.0f)); // Creates front-left foot. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(20, rank); m_object->SetObjectParent(20, 19); modelManager->AddModelReference("ant6.mod", false, rank); m_object->SetPosition(20, Math::Vector(0.0f, 0.0f, -2.0f)); // Creates the right wing. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(21, rank); m_object->SetObjectParent(21, 0); modelManager->AddModelReference("bee7.mod", false, rank); m_object->SetPosition(21, Math::Vector(0.8f, 0.4f, -0.5f)); // Creates the left wing. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(22, rank); m_object->SetObjectParent(22, 0); modelManager->AddModelReference("bee7.mod", true, rank); m_object->SetPosition(22, Math::Vector(0.8f, 0.4f, 0.5f)); m_object->CreateShadowCircle(6.0f, 0.5f); CreatePhysics(); m_object->SetFloorHeight(0.0f); pos = m_object->GetPosition(0); m_object->SetPosition(0, pos); // to display the shadows immediately m_engine->LoadAllTextures(); return true; } // Creates the physical object. void CMotionBee::CreatePhysics() { Character* character; int i; int member_march[] = { // x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air: 0,45,0, 0,45,0, 0,50,0, // t0: thighs 1..3 30,-70,0, 20,-105,20, 25,-100,0, // t0: legs 1..3 -70,75,0, -30,80,0, -80,80,0, // t0: feet 1..3 // on the ground: 0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3 -15,-50,0, -20,-60,0, -10,-75,0, // t1: legs 1..3 -40,50,0, -25,15,0, -50,35,0, // t1: feet 1..3 // on the ground back: 0,35,0, 0,30,0, 0,20,0, // t2: thighs 1..3 -20,-15,0, -30,-55,0, -25,-70,15, // t2: legs 1..3 -25,25,0, -20,60,0, -30,95,0, // t2: feet 1..3 }; int member_spec[] = { // x1,y1,z1, x2,y2,z2, x3,y3,z3, // ball carrier: 0,45,0, 0,45,0, 0,50,0, // s0: thighs 1..3 -35,-70,0, -20,-85,-25, -25,-100,0, // s0: legs 1..3 -110,75,-15, -130,80,-25, -125,40,0, // s0: feet 1..3 // burning: 0,45,0, 0,45,0, 0,50,0, // s1: thighs 1..3 -35,-70,0, -20,-85,-25, -25,-100,0, // s1: legs 1..3 -110,75,-15, -130,80,-25, -125,40,0, // s1: feet 1..3 // destroyed: 0,45,0, 0,45,0, 0,50,0, // s2: thighs 1..3 -35,-70,0, -20,-85,-25, -25,-100,0, // s2: legs 1..3 -110,75,-15, -130,80,-25, -125,40,0, // s2: feet 1..3 }; m_physics->SetType(TYPE_FLYING); character = m_object->GetCharacter(); character->wheelFront = 3.0f; character->wheelBack = 3.0f; character->wheelLeft = 5.0f; character->wheelRight = 5.0f; character->height = 2.5f; m_physics->SetLinMotionX(MO_ADVSPEED, 50.0f); m_physics->SetLinMotionX(MO_RECSPEED, 50.0f); m_physics->SetLinMotionX(MO_ADVACCEL, 20.0f); m_physics->SetLinMotionX(MO_RECACCEL, 20.0f); m_physics->SetLinMotionX(MO_STOACCEL, 20.0f); m_physics->SetLinMotionX(MO_TERSLIDE, 5.0f); m_physics->SetLinMotionZ(MO_TERSLIDE, 5.0f); m_physics->SetLinMotionX(MO_TERFORCE, 10.0f); m_physics->SetLinMotionZ(MO_TERFORCE, 10.0f); m_physics->SetLinMotionZ(MO_MOTACCEL, 40.0f); m_physics->SetLinMotionY(MO_ADVSPEED, 60.0f); m_physics->SetLinMotionY(MO_RECSPEED, 60.0f); m_physics->SetLinMotionY(MO_ADVACCEL, 20.0f); m_physics->SetLinMotionY(MO_RECACCEL, 50.0f); m_physics->SetLinMotionY(MO_STOACCEL, 50.0f); m_physics->SetCirMotionY(MO_ADVSPEED, 1.0f*Math::PI); m_physics->SetCirMotionY(MO_RECSPEED, 1.0f*Math::PI); m_physics->SetCirMotionY(MO_ADVACCEL, 20.0f); m_physics->SetCirMotionY(MO_RECACCEL, 20.0f); m_physics->SetCirMotionY(MO_STOACCEL, 40.0f); for ( i=0 ; i<3*3*3*3 ; i++ ) { m_armAngles[3*3*3*3*MB_MARCH+i] = member_march[i]; } for ( i=0 ; i<3*3*3*3 ; i++ ) { m_armAngles[3*3*3*3*MB_SPEC+i] = member_spec[i]; } } // Management of an event. bool CMotionBee::EventProcess(const Event &event) { CMotion::EventProcess(event); if ( event.type == EVENT_FRAME ) { return EventFrame(event); } if ( event.type == EVENT_KEY_DOWN ) { #if ADJUST_ANGLE int i; if ( event.param == 'A' ) m_armTimeIndex++; if ( m_armTimeIndex >= 3 ) m_armTimeIndex = 0; if ( event.param == 'Q' ) m_armPartIndex++; if ( m_armPartIndex >= 3 ) m_armPartIndex = 0; if ( event.param == 'W' ) m_armMemberIndex++; if ( m_armMemberIndex >= 3 ) m_armMemberIndex = 0; i = m_armMemberIndex*3; i += m_armPartIndex*3*3; i += m_armTimeIndex*3*3*3; //? i += 3*3*3*3; if ( event.param == 'E' ) m_armAngles[i+0] += 5; if ( event.param == 'D' ) m_armAngles[i+0] -= 5; if ( event.param == 'R' ) m_armAngles[i+1] += 5; if ( event.param == 'F' ) m_armAngles[i+1] -= 5; if ( event.param == 'T' ) m_armAngles[i+2] += 5; if ( event.param == 'G' ) m_armAngles[i+2] -= 5; if ( event.param == 'Y' ) m_bArmStop = !m_bArmStop; #endif } return true; } // Management of an event. bool CMotionBee::EventFrame(const Event &event) { Math::Vector dir; float s, a, prog = 0.0f; int action, i, st, nd; bool bStop; if ( m_engine->GetPause() ) return true; if ( !m_engine->IsVisiblePoint(m_object->GetPosition(0)) ) return true; s = m_physics->GetLinMotionX(MO_MOTSPEED)*0.30f; a = fabs(m_physics->GetCirMotionY(MO_MOTSPEED)*2.00f); if ( s == 0.0f && a != 0.0f ) a *= 1.5f; m_armTimeAbs += event.rTime; m_armTimeMarch += (s)*event.rTime*0.15f; m_armMember += (s+a)*event.rTime*0.15f; bStop = ( a == 0.0f && s == 0.0f ); // stopped? if ( !m_physics->GetLand() ) bStop = true; if ( bStop ) { prog = Math::Mod(m_armTimeAbs, 2.0f)/10.0f; a = Math::Mod(m_armMember, 1.0f); a = (prog-a)*event.rTime*2.0f; // stop position is pleasantly m_armMember += a; } action = MB_MARCH; // flying m_actionType = -1; if ( m_object->GetFret() != 0 ) m_actionType = MBS_HOLD; // carries the ball if ( m_object->GetRuin() ) // destroyed? { m_actionType = MBS_RUIN; } if ( m_object->GetBurn() ) // burning? { m_actionType = MBS_BURN; } for ( i=0 ; i<6 ; i++ ) // the six legs { if ( m_actionType != -1 ) // special action in progress? { st = 3*3*3*3*MB_SPEC + 3*3*3*m_actionType + (i%3)*3; nd = st; } else { if ( i < 3 ) prog = Math::Mod(m_armMember+(2.0f-(i%3))*0.33f+0.0f, 1.0f); else prog = Math::Mod(m_armMember+(2.0f-(i%3))*0.33f+0.3f, 1.0f); if ( m_bArmStop ) { prog = static_cast< float >(m_armTimeIndex/3.0f); } if ( prog < 0.33f ) // t0..t1 ? { prog = prog/0.33f; // 0..1 st = 0; // index start nd = 1; // index end } else if ( prog < 0.67f ) // t1..t2 ? { prog = (prog-0.33f)/0.33f; // 0..1 st = 1; // index start nd = 2; // index end } else // t2..t0 ? { prog = (prog-0.67f)/0.33f; // 0..1 st = 2; // index start nd = 0; // index end } st = 3*3*3*3*action + st*3*3*3 + (i%3)*3; nd = 3*3*3*3*action + nd*3*3*3 + (i%3)*3; } if ( i < 3 ) // right leg (1..3) ? { m_object->SetAngleX(3+3*i+0, Math::PropAngle(m_armAngles[st+ 0], m_armAngles[nd+ 0], prog)); m_object->SetAngleY(3+3*i+0, Math::PropAngle(m_armAngles[st+ 1], m_armAngles[nd+ 1], prog)); m_object->SetAngleZ(3+3*i+0, Math::PropAngle(m_armAngles[st+ 2], m_armAngles[nd+ 2], prog)); m_object->SetAngleX(3+3*i+1, Math::PropAngle(m_armAngles[st+ 9], m_armAngles[nd+ 9], prog)); m_object->SetAngleY(3+3*i+1, Math::PropAngle(m_armAngles[st+10], m_armAngles[nd+10], prog)); m_object->SetAngleZ(3+3*i+1, Math::PropAngle(m_armAngles[st+11], m_armAngles[nd+11], prog)); m_object->SetAngleX(3+3*i+2, Math::PropAngle(m_armAngles[st+18], m_armAngles[nd+18], prog)); m_object->SetAngleY(3+3*i+2, Math::PropAngle(m_armAngles[st+19], m_armAngles[nd+19], prog)); m_object->SetAngleZ(3+3*i+2, Math::PropAngle(m_armAngles[st+20], m_armAngles[nd+20], prog)); } else // left leg(4..6) ? { m_object->SetAngleX(3+3*i+0, Math::PropAngle( -m_armAngles[st+ 0], -m_armAngles[nd+ 0], prog)); m_object->SetAngleY(3+3*i+0, Math::PropAngle(180-m_armAngles[st+ 1], 180-m_armAngles[nd+ 1], prog)); m_object->SetAngleZ(3+3*i+0, Math::PropAngle( -m_armAngles[st+ 2], -m_armAngles[nd+ 2], prog)); m_object->SetAngleX(3+3*i+1, Math::PropAngle( m_armAngles[st+ 9], m_armAngles[nd+ 9], prog)); m_object->SetAngleY(3+3*i+1, Math::PropAngle( -m_armAngles[st+10], -m_armAngles[nd+10], prog)); m_object->SetAngleZ(3+3*i+1, Math::PropAngle( -m_armAngles[st+11], -m_armAngles[nd+11], prog)); m_object->SetAngleX(3+3*i+2, Math::PropAngle( m_armAngles[st+18], m_armAngles[nd+18], prog)); m_object->SetAngleY(3+3*i+2, Math::PropAngle( -m_armAngles[st+19], -m_armAngles[nd+19], prog)); m_object->SetAngleZ(3+3*i+2, Math::PropAngle( -m_armAngles[st+20], -m_armAngles[nd+20], prog)); } } #if ADJUST_ANGLE if ( m_object->GetSelect() ) { char s[100]; sprintf(s, "A:time=%d Q:part=%d W:member=%d", m_armTimeIndex, m_armPartIndex, m_armMemberIndex); m_engine->SetInfoText(4, s); } #endif if ( m_physics->GetLand() ) // on the ground? { if ( m_object->GetRuin() ) { } else if ( bStop || m_object->GetBurn() ) { m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.7f)*0.15f+0.35f); // tail } else { a = Math::Mod(m_armTimeMarch, 1.0f); if ( a < 0.5f ) a = -1.0f+4.0f*a; // -1..1 else a = 3.0f-4.0f*a; // 1..-1 dir.x = sinf(a)*0.05f; s = Math::Mod(m_armTimeMarch/2.0f, 1.0f); if ( s < 0.5f ) s = -1.0f+4.0f*s; // -1..1 else s = 3.0f-4.0f*s; // 1..-1 dir.z = sinf(s)*0.1f; dir.y = 0.0f; m_object->SetInclinaison(dir); m_object->SetAngleZ(2, -sinf(a)*0.3f); // tail a = Math::Mod(m_armMember-0.1f, 1.0f); if ( a < 0.33f ) { dir.y = -(1.0f-(a/0.33f))*0.3f; } else if ( a < 0.67f ) { dir.y = 0.0f; } else { dir.y = -(a-0.67f)/0.33f*0.3f; } dir.x = 0.0f; dir.z = 0.0f; m_object->SetLinVibration(dir); } } if ( m_physics->GetLand() ) { if ( bStop ) prog = 0.05f; else prog = 0.15f; } else { prog = 1.00f; } #if 0 a = Math::Rand()*Math::PI/2.0f*prog; m_object->SetAngleX(21, a); // right wing a = -Math::Rand()*Math::PI/4.0f*prog; m_object->SetAngleY(21, a); a = -Math::Rand()*Math::PI/2.0f*prog; m_object->SetAngleX(22, a); // left wing a = Math::Rand()*Math::PI/4.0f*prog; m_object->SetAngleY(22, a); #else m_object->SetAngleX(21, (sinf(m_armTimeAbs*30.0f)+1.0f)*(Math::PI/4.0f)*prog); m_object->SetAngleY(21, -Math::Rand()*Math::PI/6.0f*prog); m_object->SetAngleX(22, -(sinf(m_armTimeAbs*30.0f)+1.0f)*(Math::PI/4.0f)*prog); m_object->SetAngleY(22, Math::Rand()*Math::PI/6.0f*prog); #endif m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.4f)*0.20f); // head m_object->SetAngleX(1, sinf(m_armTimeAbs*1.9f)*0.10f); // head m_object->SetAngleY(1, sinf(m_armTimeAbs*2.1f)*0.50f); // head #if 0 h = m_terrain->GetFloorHeight(GetPosition(0)); radius = 4.0f+h/4.0f; color.r = 0.3f+h/80.0f; color.g = color.r; color.b = color.r; color.a = color.r; m_engine->SetObjectShadowRadius(m_objectPart[0].object, radius); m_engine->SetObjectShadowColor(m_objectPart[0].object, color); #endif return true; }