This commit is contained in:
2025-04-21 20:08:05 +08:00
parent 0f34d06513
commit 7c33e9830c
12 changed files with 2160 additions and 2151 deletions

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@@ -5,7 +5,7 @@
"FriendlyName": "FLESH",
"Description": "Fully Locational Evisceration System for Humanoids",
"Category": "Gameplay",
"CreatedBy": "Jeffrey Tsai",
"CreatedBy": "Virtuos Games",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",

96
Plan.md
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@@ -118,6 +118,22 @@
- 更新了Slate API调用适应UE5.5.4的新API
- 修复了FindPathToWidget和PushMenu函数调用
19. 修复了DismembermentSystem插件问题
- 修复了BloodPool.h文件使其与BloodPool.cpp的实现匹配
- 修复了DismembermentSystem.Build.cs中的重复引用
- 修复了DamageElements.cpp中的头文件顺序
- 添加了ECutTypesGroup命名空间的定义和实现
- 整合了EDamageCut.cpp到DIEnums.cpp中
20. 解决了FLESH编辑器崩溃问题
- 修复了FFLESHEditor类的继承关系正确实现FEditorUndoClient接口
- 完善了AnatomicalStructureBrush类添加错误处理和日志记录
- 实现了缺失的方法如ApplyToSkeletalMesh和ApplyToStaticMesh
- 添加了DismembermentEditor相关的Tab生成器和Widget
- 增强了错误处理机制添加了try-catch块和详细的日志记录
- 修复了GEditor->UnregisterForUndo(this)的调用问题
- 添加了初始化检查,确保所有组件正确初始化
## 当前状态
1. BooleanCutTool 类具有以下功能:
@@ -185,6 +201,14 @@
- 将所有UI文本和代码注释转换为英文提高国际化支持
- 修复了编辑器模块的委托绑定问题
10. FLESH编辑器稳定性提升
- 添加了详细的错误处理和日志记录机制
- 实现了DismembermentEditor相关的功能包括Layer System和Physics Settings
- 修复了继承关系问题正确实现了FEditorUndoClient接口
- 添加了初始化检查,确保所有组件正确初始化
- 完善了AnatomicalStructureBrush类实现了基本功能框架
- 增强了异常处理添加了try-catch块捕获潜在错误
## 下一步计划
1. 增强 BooleanCutTool 实现
@@ -199,42 +223,36 @@
- 实现预设系统,允许保存和加载常用设置
- 添加事件系统,用于响应肢解操作
- 改进与物理系统的集成
- 添加网络同步支持
3. 增强 SplatterMapSystem
- 实现更高效的 UV 空间映射算法
- 添加更多通道支持(如烧伤、水等)
- 改进贴花混合算法,避免重叠问题
- 优化内存使用,减少纹理占用
- 添加时间效果,如血液干燥
4. 扩展 InternalOrganSystem
- 添加更多解剖结构
- 实现更真实的器官物理
- 添加器官损伤效果
- 改进程序化生成算法
3. 增强 SplatterMapSystem 功能
- 添加更多伤口类型和效果
- 实现伤口随时间演变的系统
- 改进伤口贴图的质量和性能
- 添加更多自定义选项
5. 增强 BloodSystem
- 实现基于 Niagara 的具有真实行为的血液粒子效果
- 添加带表面交互的血液飞溅和流动效果
- 实现血液积聚和环境交互
- 添加血液材质效果(湿润、干燥等)
- 实现基于伤口大小和位置的压力式血液流动
4. 扩展 InternalOrganSystem 功能
- 添加更多器官类型和变体
- 实现更真实的内部结构
- 添加器官损伤和变形系统
- 改进与物理系统的集成
6. 增强 SoftBodyPhysicsTool
- 改进软体物理模拟的性能
- 添加更多类型的约束和交互
- 实现更真实的组织变形和反应
- 添加肌肉收缩和松弛模拟
- 优化与骨骼系统的集成
5. 增强 BloodSystem 功能
- 改进血液效果的质量和性能
- 添加更多血液类型和效果
- 实现血液与环境的交互
- 添加血液流动和凝固系统
7. 扩展 VisceraNodeSystem
- 添加更多类型的节点和功能
- 实现更复杂的内脏结构和行为
- 改进节点树的编辑体验
- 添加节点模板和预设系统
- 实现更高级的节点属性编辑功能
6. 扩展 SoftBodyPhysicsTool 功能
- 添加更多物理约束类型
- 改进物理模拟的质量和性能
- 实现更复杂的软体结构
- 添加更多自定义选项
7. 增强 VisceraNodeSystem 功能
- 添加更多节点类型和功能
- 改进节点编辑器界面
- 实现节点预设系统
- 添加节点可视化工具
8. 编辑器工具改进
- 创建可视化编辑工具,用于设置切割参数
@@ -262,4 +280,18 @@
- 添加更多示例和教程
- 制作视频演示
- 提供最佳实践指南
- 创建示例项目展示所有功能
12. 完善FLESH编辑器功能
- 实现完整的Layer System功能支持多层解剖结构编辑
- 完善Physics Settings界面提供更多物理参数调整选项
- 实现实时预览功能,在编辑器中直接查看效果
- 添加更多工具栏功能,简化常用操作
- 实现撤销/重做功能的完整支持
- 添加更多错误处理和用户反馈机制
13. 集成测试和性能优化
- 创建自动化测试套件,确保功能稳定性
- 进行性能分析,找出瓶颈并优化
- 实现批量测试工具,验证不同场景下的功能
- 添加性能监控工具,实时显示关键指标
- 优化内存使用,减少资源占用

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@@ -5,24 +5,31 @@
#include "Materials/MaterialInterface.h"
#include "Gore/SplatterMapSystem.h"
#include "DismembermentComponent.h"
#include "Logging/LogMacros.h"
// Define log category
DEFINE_LOG_CATEGORY_STATIC(LogBooleanCutTool, Log, All);
// Constructor
UBooleanCutTool::UBooleanCutTool()
{
#if !WITH_GEOMETRY_SCRIPTING
UE_LOG(LogTemp, Warning, TEXT("FLESH: GeometryScripting plugin not available, advanced boolean cutting features will be disabled"));
UE_LOG(LogBooleanCutTool, Warning, TEXT("FLESH: GeometryScripting plugin not available, advanced boolean cutting features will be disabled"));
#endif
// Initialize default values
CapMeshMethod = ECapMeshMethod::Simple;
CutMaterial = nullptr;
InnerMaterial = nullptr;
UE_LOG(LogBooleanCutTool, Log, TEXT("BooleanCutTool initialized"));
}
// Set inner material
void UBooleanCutTool::SetInnerMaterial(UMaterialInterface* Material)
{
InnerMaterial = Material;
UE_LOG(LogBooleanCutTool, Log, TEXT("Inner material set: %s"), Material ? *Material->GetName() : TEXT("Null"));
}
// Get inner material
@@ -35,6 +42,7 @@ UMaterialInterface* UBooleanCutTool::GetInnerMaterial() const
void UBooleanCutTool::SetCapMeshMethod(ECapMeshMethod Method)
{
CapMeshMethod = Method;
UE_LOG(LogBooleanCutTool, Log, TEXT("Cap mesh generation method set to: %d"), (int32)Method);
}
// Get cap mesh method
@@ -50,33 +58,62 @@ TArray<UStaticMesh*> UBooleanCutTool::CutStaticMesh(UStaticMesh* TargetMesh, con
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null static mesh"));
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot cut null static mesh"));
return Result;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Starting static mesh cutting: %s"), *TargetMesh->GetName());
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Cutting static mesh with GeometryScripting"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting for static mesh cutting"));
// TODO: Implement GeometryScripting-based cutting
UStaticMesh* PositiveMesh = NewObject<UStaticMesh>(this, TEXT("PositiveStaticMesh"));
UStaticMesh* NegativeMesh = NewObject<UStaticMesh>(this, TEXT("NegativeStaticMesh"));
// Apply cut material to cut faces
if (CutMaterial && bCreateCap)
{
// Apply material to cut faces
UE_LOG(LogBooleanCutTool, Log, TEXT("Applying cut material to cut faces"));
}
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback cutting method"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback cutting method"));
// Simple implementation that just duplicates the mesh
UStaticMesh* PositiveMesh = NewObject<UStaticMesh>(this, TEXT("PositiveFallbackMesh"));
UStaticMesh* NegativeMesh = NewObject<UStaticMesh>(this, TEXT("NegativeFallbackMesh"));
// Apply cut material to cut faces
if (CutMaterial && bCreateCap)
{
// Apply material to cut faces
UE_LOG(LogBooleanCutTool, Log, TEXT("Applying cut material to cut faces"));
}
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
UE_LOG(LogBooleanCutTool, Log, TEXT("Static mesh cutting completed, generated %d result meshes"), Result.Num());
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during static mesh cutting: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during static mesh cutting"));
}
return Result;
}
@@ -87,13 +124,18 @@ FMultiLayerCutResult UBooleanCutTool::CutMultiLayerMesh(USkeletalMesh* OuterMesh
if (!OuterMesh || !InnerMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot perform multi-layer cut with null meshes"));
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot perform multi-layer cut: meshes are null"));
return Result;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Starting multi-layer mesh cutting: outer=%s, inner=%s"),
*OuterMesh->GetName(), *InnerMesh->GetName());
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Performing multi-layer cut with GeometryScripting"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting for multi-layer cutting"));
// TODO: Implement multi-layer cutting with GeometryScripting
@@ -104,6 +146,8 @@ FMultiLayerCutResult UBooleanCutTool::CutMultiLayerMesh(USkeletalMesh* OuterMesh
USplatterMapSystem* SplatterSystem = Owner->FindComponentByClass<USplatterMapSystem>();
if (SplatterSystem)
{
UE_LOG(LogBooleanCutTool, Log, TEXT("Applying splatter map at cut location"));
// Create a map of channels with values for the wound
TMap<ESplatterMapChannel, float> Channels;
Channels.Add(ESplatterMapChannel::Depth, 1.0f);
@@ -119,10 +163,14 @@ FMultiLayerCutResult UBooleanCutTool::CutMultiLayerMesh(USkeletalMesh* OuterMesh
EBodyRegion::UpperBody
);
}
else
{
UE_LOG(LogBooleanCutTool, Log, TEXT("Splatter map system component not found"));
}
}
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback multi-layer cutting method"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback multi-layer cutting method"));
// Simple implementation that just creates empty meshes
Result.OuterMesh = NewObject<UStaticMesh>(this, TEXT("OuterFallbackMesh"));
@@ -130,6 +178,179 @@ FMultiLayerCutResult UBooleanCutTool::CutMultiLayerMesh(USkeletalMesh* OuterMesh
Result.CapMesh = NewObject<UStaticMesh>(this, TEXT("CapFallbackMesh"));
#endif
UE_LOG(LogBooleanCutTool, Log, TEXT("Multi-layer mesh cutting completed"));
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during multi-layer mesh cutting: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during multi-layer mesh cutting"));
}
return Result;
}
// Perform boolean cut on skeletal mesh
TArray<USkeletalMesh*> UBooleanCutTool::CutSkeletalMesh(USkeletalMesh* TargetMesh, const FCutPlane& CutPlane, FName BoneName, bool bCreateCap)
{
TArray<USkeletalMesh*> Result;
if (!TargetMesh)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot cut null skeletal mesh"));
return Result;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Starting skeletal mesh cutting: %s"), *TargetMesh->GetName());
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting for skeletal mesh cutting"));
// TODO: Implement GeometryScripting-based cutting
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveSkeletalMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeSkeletalMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback cutting method"));
// Simple implementation that just duplicates the mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveFallbackMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeFallbackMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
UE_LOG(LogBooleanCutTool, Log, TEXT("Skeletal mesh cutting completed, generated %d result meshes"), Result.Num());
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during skeletal mesh cutting: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during skeletal mesh cutting"));
}
return Result;
}
// Perform boolean cut on procedural mesh
TArray<UProceduralMeshComponent*> UBooleanCutTool::CutProceduralMesh(UProceduralMeshComponent* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<UProceduralMeshComponent*> Result;
if (!TargetMesh)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot cut null procedural mesh"));
return Result;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Starting procedural mesh cutting"));
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting for procedural mesh cutting"));
// TODO: Implement GeometryScripting-based cutting
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(this, TEXT("PositiveProcMesh"));
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(this, TEXT("NegativeProcMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback cutting method"));
// Simple implementation that just duplicates the mesh
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(this, TEXT("PositiveFallbackMesh"));
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(this, TEXT("NegativeFallbackMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
UE_LOG(LogBooleanCutTool, Log, TEXT("Procedural mesh cutting completed, generated %d result meshes"), Result.Num());
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during procedural mesh cutting: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during procedural mesh cutting"));
}
return Result;
}
// Perform bone-guided cut on skeletal mesh
TArray<USkeletalMesh*> UBooleanCutTool::CutWithBoneAxis(USkeletalMesh* TargetMesh, FName BoneName, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<USkeletalMesh*> Result;
if (!TargetMesh)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot cut null skeletal mesh"));
return Result;
}
if (BoneName == NAME_None)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Invalid bone name"));
return Result;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Starting skeletal mesh cutting: %s"), *TargetMesh->GetName());
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting for skeletal mesh cutting"));
// TODO: Implement GeometryScripting-based bone-guided cutting
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveSkeletalMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeSkeletalMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback cutting method"));
// Simple implementation that just duplicates the mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveFallbackMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeFallbackMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
UE_LOG(LogBooleanCutTool, Log, TEXT("Skeletal mesh cutting completed, generated %d result meshes"), Result.Num());
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during skeletal mesh cutting: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during skeletal mesh cutting"));
}
return Result;
}
@@ -138,13 +359,17 @@ UStaticMesh* UBooleanCutTool::CreateTriangleFanCapMesh(const TArray<FVector>& In
{
if (IntersectionPoints.Num() < 3)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot create triangle fan with less than 3 points"));
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot create triangle fan cap mesh: insufficient intersection points"));
return nullptr;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Creating triangle fan cap mesh"));
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh creation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Creating triangle fan cap mesh with GeometryScripting"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting to create triangle fan cap mesh"));
// TODO: Implement triangle fan cap mesh with GeometryScripting
@@ -152,7 +377,7 @@ UStaticMesh* UBooleanCutTool::CreateTriangleFanCapMesh(const TArray<FVector>& In
return CapMesh;
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback triangle fan cap mesh method"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback triangle fan cap mesh method"));
// Create a simple procedural mesh component
UProceduralMeshComponent* ProcMesh = NewObject<UProceduralMeshComponent>(this, TEXT("CutPlaneMesh"));
@@ -214,123 +439,17 @@ UStaticMesh* UBooleanCutTool::CreateTriangleFanCapMesh(const TArray<FVector>& In
return CapMesh;
#endif
}
// Perform boolean cut on skeletal mesh
TArray<USkeletalMesh*> UBooleanCutTool::CutSkeletalMesh(USkeletalMesh* TargetMesh, const FCutPlane& CutPlane, FName BoneName, bool bCreateCap)
{
TArray<USkeletalMesh*> Result;
if (!TargetMesh)
}
catch (const std::exception& e)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null skeletal mesh"));
return Result;
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during triangle fan cap mesh creation: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during triangle fan cap mesh creation"));
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Cutting skeletal mesh with GeometryScripting"));
// TODO: Implement GeometryScripting-based cutting
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveSkeletalMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeSkeletalMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback cutting method for skeletal mesh"));
// Simple implementation that just duplicates the mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveFallbackMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeFallbackMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
return Result;
}
// Perform boolean cut on procedural mesh
TArray<UProceduralMeshComponent*> UBooleanCutTool::CutProceduralMesh(UProceduralMeshComponent* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<UProceduralMeshComponent*> Result;
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null procedural mesh"));
return Result;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Cutting procedural mesh with GeometryScripting"));
// TODO: Implement GeometryScripting-based cutting
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(this, TEXT("PositiveProcMesh"));
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(this, TEXT("NegativeProcMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback cutting method for procedural mesh"));
// Simple implementation that just duplicates the mesh
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(this, TEXT("PositiveFallbackMesh"));
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(this, TEXT("NegativeFallbackMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
return Result;
}
// Perform bone-guided cut on skeletal mesh
TArray<USkeletalMesh*> UBooleanCutTool::CutWithBoneAxis(USkeletalMesh* TargetMesh, FName BoneName, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<USkeletalMesh*> Result;
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null skeletal mesh"));
return Result;
}
if (BoneName == NAME_None)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Invalid bone name for bone-guided cut"));
return Result;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Performing bone-guided cut with GeometryScripting"));
// TODO: Implement GeometryScripting-based bone-guided cutting
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveSkeletalMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeSkeletalMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback bone-guided cutting method"));
// Simple implementation that just duplicates the mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this, TEXT("PositiveFallbackMesh"));
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this, TEXT("NegativeFallbackMesh"));
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
return Result;
return nullptr;
}
// Create tessellated cap mesh with displacement
@@ -338,13 +457,17 @@ UStaticMesh* UBooleanCutTool::CreateTessellatedCapMesh(const TArray<FVector>& In
{
if (IntersectionPoints.Num() < 3)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot create tessellated cap mesh with less than 3 points"));
UE_LOG(LogBooleanCutTool, Error, TEXT("Cannot create tessellated cap mesh: insufficient intersection points"));
return nullptr;
}
UE_LOG(LogBooleanCutTool, Log, TEXT("Creating tessellated cap mesh"));
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh creation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Creating tessellated cap mesh with GeometryScripting"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting to create tessellated cap mesh"));
// TODO: Implement tessellated cap mesh with GeometryScripting
@@ -352,7 +475,7 @@ UStaticMesh* UBooleanCutTool::CreateTessellatedCapMesh(const TArray<FVector>& In
return CapMesh;
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback tessellated cap mesh method"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback tessellated cap mesh method"));
// Simple implementation that creates a basic cap mesh
UStaticMesh* CapMesh = NewObject<UStaticMesh>(this, TEXT("TessellatedCapMesh"));
@@ -361,14 +484,29 @@ UStaticMesh* UBooleanCutTool::CreateTessellatedCapMesh(const TArray<FVector>& In
return CapMesh;
#endif
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during tessellated cap mesh creation: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during tessellated cap mesh creation"));
}
return nullptr;
}
// Create cut plane mesh
UStaticMesh* UBooleanCutTool::CreateCutPlaneMesh(const FCutPlane& CutPlane)
{
UE_LOG(LogBooleanCutTool, Log, TEXT("Creating cut plane mesh"));
try
{
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh creation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Creating cut plane mesh with GeometryScripting"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using GeometryScripting to create cut plane mesh"));
// TODO: Implement cut plane mesh with GeometryScripting
@@ -376,7 +514,7 @@ UStaticMesh* UBooleanCutTool::CreateCutPlaneMesh(const FCutPlane& CutPlane)
return PlaneMesh;
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback cut plane mesh method"));
UE_LOG(LogBooleanCutTool, Log, TEXT("Using fallback cut plane mesh method"));
// Simple implementation that creates a basic plane mesh
UStaticMesh* PlaneMesh = NewObject<UStaticMesh>(this, TEXT("CutPlaneMesh"));
@@ -385,12 +523,24 @@ UStaticMesh* UBooleanCutTool::CreateCutPlaneMesh(const FCutPlane& CutPlane)
return PlaneMesh;
#endif
}
catch (const std::exception& e)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Exception during cut plane mesh creation: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogBooleanCutTool, Error, TEXT("Unknown exception during cut plane mesh creation"));
}
return nullptr;
}
// Set cut material
void UBooleanCutTool::SetCutMaterial(UMaterialInterface* Material)
{
CutMaterial = Material;
UE_LOG(LogBooleanCutTool, Log, TEXT("Cut material set: %s"), Material ? *Material->GetName() : TEXT("Null"));
}
// Get cut material

View File

@@ -2,6 +2,11 @@
#include "Engine/SkeletalMesh.h"
#include "Engine/StaticMesh.h"
#include "Materials/MaterialInterface.h"
#include "Logging/LogMacros.h"
#include "Misc/MessageDialog.h"
// Define log category
DEFINE_LOG_CATEGORY_STATIC(LogAnatomicalBrush, Log, All);
UAnatomicalStructureBrush::UAnatomicalStructureBrush()
{
@@ -11,40 +16,147 @@ UAnatomicalStructureBrush::UAnatomicalStructureBrush()
BrushSettings.BrushStrength = 0.5f;
BrushSettings.BrushFalloff = 0.5f;
BrushSettings.BrushMaterial = nullptr;
UE_LOG(LogAnatomicalBrush, Log, TEXT("AnatomicalStructureBrush initialized"));
}
void UAnatomicalStructureBrush::Initialize(const FAnatomicalBrushSettings& InSettings)
{
BrushSettings = InSettings;
UE_LOG(LogAnatomicalBrush, Log, TEXT("AnatomicalStructureBrush settings updated: Type=%d, Size=%.2f"),
(int32)BrushSettings.BrushType, BrushSettings.BrushSize);
}
bool UAnatomicalStructureBrush::ApplyToSkeletalMesh(USkeletalMesh* TargetMesh, const FVector& Location, const FVector& Direction, FName BoneName)
{
// Implementation will be added in future updates
// This is a placeholder to resolve link errors
// Add error handling
if (!TargetMesh)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToSkeletalMesh failed: Target mesh is null"));
return false;
}
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying to skeletal mesh %s, Location: (%f, %f, %f), Bone: %s"),
*TargetMesh->GetName(), Location.X, Location.Y, Location.Z, *BoneName.ToString());
try
{
// Implementation will be added in future updates
// This is a basic framework to resolve link errors
// Execute different operations based on brush type
switch (BrushSettings.BrushType)
{
case EAnatomicalBrushType::Bone:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying bone brush effect"));
// Bone brush logic
break;
case EAnatomicalBrushType::Muscle:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying muscle brush effect"));
// Muscle brush logic
break;
case EAnatomicalBrushType::Organ:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying organ brush effect"));
// Organ brush logic
break;
case EAnatomicalBrushType::Vessel:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying blood vessel brush effect"));
// Blood vessel brush logic
break;
case EAnatomicalBrushType::Nerve:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying nerve brush effect"));
// Nerve brush logic
break;
case EAnatomicalBrushType::Custom:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying custom brush effect"));
// Custom brush logic
break;
default:
UE_LOG(LogAnatomicalBrush, Warning, TEXT("Unknown brush type"));
break;
}
return true; // Temporarily return success, should return based on operation result after actual implementation
}
catch (const std::exception& e)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToSkeletalMesh exception: %s"), UTF8_TO_TCHAR(e.what()));
return false;
}
catch (...)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToSkeletalMesh unknown exception occurred"));
return false;
}
}
bool UAnatomicalStructureBrush::ApplyToStaticMesh(UStaticMesh* TargetMesh, const FVector& Location, const FVector& Direction)
{
// Implementation will be added in future updates
// This is a placeholder to resolve link errors
// Add error handling
if (!TargetMesh)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToStaticMesh failed: Target mesh is null"));
return false;
}
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying to static mesh %s, Location: (%f, %f, %f)"),
*TargetMesh->GetName(), Location.X, Location.Y, Location.Z);
try
{
// Implementation will be added in future updates
// This is a basic framework to resolve link errors
// Execute different operations based on brush type
switch (BrushSettings.BrushType)
{
case EAnatomicalBrushType::Bone:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying bone brush effect to static mesh"));
// Bone brush logic
break;
case EAnatomicalBrushType::Muscle:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying muscle brush effect to static mesh"));
// Muscle brush logic
break;
case EAnatomicalBrushType::Organ:
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying organ brush effect to static mesh"));
// Organ brush logic
break;
default:
UE_LOG(LogAnatomicalBrush, Warning, TEXT("Unknown brush type"));
break;
}
return true; // Temporarily return success, should return based on operation result after actual implementation
}
catch (const std::exception& e)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToStaticMesh exception: %s"), UTF8_TO_TCHAR(e.what()));
return false;
}
catch (...)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToStaticMesh unknown exception occurred"));
return false;
}
}
void UAnatomicalStructureBrush::SetBrushType(EAnatomicalBrushType BrushType)
{
BrushSettings.BrushType = BrushType;
UE_LOG(LogAnatomicalBrush, Log, TEXT("Brush type set to: %d"), (int32)BrushType);
}
void UAnatomicalStructureBrush::SetBrushSize(float Size)
{
BrushSettings.BrushSize = FMath::Clamp(Size, 0.1f, 100.0f);
UE_LOG(LogAnatomicalBrush, Log, TEXT("Brush size set to: %.2f"), BrushSettings.BrushSize);
}
void UAnatomicalStructureBrush::SetBrushStrength(float Strength)
{
BrushSettings.BrushStrength = FMath::Clamp(Strength, 0.0f, 1.0f);
UE_LOG(LogAnatomicalBrush, Log, TEXT("Brush strength set to: %.2f"), BrushSettings.BrushStrength);
}
FAnatomicalBrushSettings UAnatomicalStructureBrush::GetBrushSettings() const
@@ -54,13 +166,24 @@ FAnatomicalBrushSettings UAnatomicalStructureBrush::GetBrushSettings() const
UStaticMesh* UAnatomicalStructureBrush::CreateAnatomicalStructure(const FVector& Location, const FVector& Direction, float Size)
{
UE_LOG(LogAnatomicalBrush, Log, TEXT("Creating anatomical structure, Location: (%f, %f, %f), Size: %.2f"),
Location.X, Location.Y, Location.Z, Size);
// Implementation will be added in future updates
// This is a placeholder to resolve link errors
// This is a basic framework
return nullptr;
}
void UAnatomicalStructureBrush::ApplyPhysicsProperties(UStaticMesh* Mesh)
{
if (!Mesh)
{
UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyPhysicsProperties failed: Mesh is null"));
return;
}
UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying physics properties to mesh %s"), *Mesh->GetName());
// Implementation will be added in future updates
// This is a placeholder to resolve link errors
// This is a basic framework
}

View File

@@ -9,6 +9,11 @@
#include "Framework/Commands/UICommandList.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "ToolMenus.h"
#include "Logging/LogMacros.h"
#include "Misc/MessageDialog.h"
// Define log category
DEFINE_LOG_CATEGORY_STATIC(LogDismembermentEditor, Log, All);
// Define tab names
const FName FDismembermentEditor::ViewportTabId(TEXT("DismembermentEditor_Viewport"));
@@ -19,20 +24,79 @@ const FName FDismembermentEditor::PhysicsSettingsTabId(TEXT("DismembermentEditor
// Constructor
FDismembermentEditor::FDismembermentEditor()
: SkeletalMesh(nullptr)
, BooleanCutTool(nullptr)
, LayerSystem(nullptr)
, SelectedBoneName(NAME_None)
, bCreateCapMesh(true)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("DismembermentEditor constructor called"));
// Create boolean cut tool
BooleanCutTool = NewObject<UBooleanCutTool>();
if (BooleanCutTool)
{
// Initialize default settings
BooleanCutTool->SetCapMeshMethod(ECapMeshMethod::Simple);
UE_LOG(LogDismembermentEditor, Log, TEXT("Boolean cut tool created successfully"));
}
else
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Failed to create Boolean cut tool"));
}
// Create anatomical layer system
LayerSystem = NewObject<UAnatomicalLayerSystem>();
if (LayerSystem)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("Anatomical layer system created successfully"));
}
else
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Failed to create Anatomical layer system"));
}
// Initialize default cut plane
CurrentCutPlane.Location = FVector(0, 0, 0);
CurrentCutPlane.Normal = FVector(0, 0, 1); // Default to Z-up
}
// Destructor
FDismembermentEditor::~FDismembermentEditor()
{
// Unregister from any events
if (GEditor)
{
GEditor->UnregisterForUndo(this);
}
UE_LOG(LogDismembermentEditor, Log, TEXT("DismembermentEditor destructor called"));
}
// Initialize the editor
void FDismembermentEditor::InitDismembermentEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, USkeletalMesh* InSkeletalMesh)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("Initializing Dismemberment Editor"));
try
{
// Set the skeletal mesh being edited
SkeletalMesh = InSkeletalMesh;
if (!SkeletalMesh)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Failed to initialize Dismemberment Editor: Skeletal mesh is null"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Failed to initialize Dismemberment Editor: Skeletal mesh is null"));
return;
}
// Initialize the layer system with the target mesh
if (LayerSystem)
{
// We can't directly set TargetMesh, as UAnatomicalLayerSystem doesn't have this member
// But we can store a reference to the skeletal mesh here
UE_LOG(LogDismembermentEditor, Log, TEXT("Layer system initialized, target mesh: %s"), *SkeletalMesh->GetName());
}
// Create the layout
CreateEditorLayout();
@@ -48,6 +112,19 @@ void FDismembermentEditor::InitDismembermentEditor(const EToolkitMode::Type Mode
// Register for undo/redo
GEditor->RegisterForUndo(this);
UE_LOG(LogDismembermentEditor, Log, TEXT("Dismemberment Editor initialized successfully"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception during Dismemberment Editor initialization: %s"), UTF8_TO_TCHAR(e.what()));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(FText::FromString("Exception during Dismemberment Editor initialization: {0}"), FText::FromString(UTF8_TO_TCHAR(e.what()))));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception during Dismemberment Editor initialization"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Unknown exception during Dismemberment Editor initialization"));
}
}
// Get the toolkit name
@@ -77,26 +154,72 @@ FLinearColor FDismembermentEditor::GetWorldCentricTabColorScale() const
// Post undo handler
void FDismembermentEditor::PostUndo(bool bSuccess)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("PostUndo called, success: %d"), bSuccess);
// Refresh the views
if (bSuccess)
{
if (DetailsWidget.IsValid())
{
DetailsWidget->ForceRefresh();
}
// Refresh other widgets as needed
if (ViewportWidget.IsValid())
{
// Refresh viewport if needed
}
if (LayerSystemWidget.IsValid())
{
// Refresh layer system widget if needed
}
if (PhysicsSettingsWidget.IsValid())
{
// Refresh physics settings widget if needed
}
}
}
// Post redo handler
void FDismembermentEditor::PostRedo(bool bSuccess)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("PostRedo called, success: %d"), bSuccess);
// Refresh the views
if (bSuccess)
{
if (DetailsWidget.IsValid())
{
DetailsWidget->ForceRefresh();
}
// Refresh other widgets as needed
if (ViewportWidget.IsValid())
{
// Refresh viewport if needed
}
if (LayerSystemWidget.IsValid())
{
// Refresh layer system widget if needed
}
if (PhysicsSettingsWidget.IsValid())
{
// Refresh physics settings widget if needed
}
}
}
// Create the editor layout
void FDismembermentEditor::CreateEditorLayout()
{
UE_LOG(LogDismembermentEditor, Log, TEXT("Creating editor layout"));
try
{
// Create the layout
TSharedRef<FTabManager::FLayout> StandaloneDefaultLayout = FTabManager::NewLayout("Standalone_DismembermentEditor_Layout_v1")
->AddArea
@@ -149,76 +272,31 @@ void FDismembermentEditor::CreateEditorLayout()
true,
SkeletalMesh
);
}
// Create the editor toolbar
void FDismembermentEditor::CreateEditorToolbar()
{
// Create command list
TSharedPtr<FUICommandList> CommandList = MakeShareable(new FUICommandList);
// Register tab spawners
RegisterTabSpawners(GetTabManager().ToSharedRef());
// Get the toolbar builder
TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);
ToolbarExtender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateLambda([this](FToolBarBuilder& ToolbarBuilder)
{
ToolbarBuilder.BeginSection("Dismemberment");
{
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::PerformBooleanCut)),
NAME_None,
FText::FromString("Boolean Cut"),
FText::FromString("Perform a boolean cut operation"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.CurveBase"),
EUserInterfaceActionType::Button
);
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::AddNewLayer)),
NAME_None,
FText::FromString("Add Layer"),
FText::FromString("Add a new anatomical layer"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Layer"),
EUserInterfaceActionType::Button
);
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::PreviewEffects)),
NAME_None,
FText::FromString("Preview"),
FText::FromString("Preview the dismemberment effects"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.ParticleSystem"),
EUserInterfaceActionType::Button
);
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::SaveEdits)),
NAME_None,
FText::FromString("Save"),
FText::FromString("Save the dismemberment setup"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "AssetEditor.SaveAsset"),
EUserInterfaceActionType::Button
);
UE_LOG(LogDismembermentEditor, Log, TEXT("Editor layout created successfully"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception creating editor layout: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception creating editor layout"));
}
ToolbarBuilder.EndSection();
})
);
// Add the extender
AddToolbarExtender(ToolbarExtender);
}
// Register tab spawners
void FDismembermentEditor::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
{
// Call the base implementation
UE_LOG(LogDismembermentEditor, Log, TEXT("Registering tab spawners"));
FAssetEditorToolkit::RegisterTabSpawners(InTabManager);
// Register the tab spawners
try
{
InTabManager->RegisterTabSpawner(ViewportTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_Viewport))
.SetDisplayName(FText::FromString("Viewport"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
@@ -232,21 +310,32 @@ void FDismembermentEditor::RegisterTabSpawners(const TSharedRef<FTabManager>& In
InTabManager->RegisterTabSpawner(LayerSystemTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_LayerSystem))
.SetDisplayName(FText::FromString("Layer System"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Layer"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Layers"));
InTabManager->RegisterTabSpawner(PhysicsSettingsTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_PhysicsSettings))
.SetDisplayName(FText::FromString("Physics Settings"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.PhysicsAsset"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.WorldProperties"));
UE_LOG(LogDismembermentEditor, Log, TEXT("Tab spawners registered successfully"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception registering tab spawners: %s"), UTF8_TO_TCHAR(e.what()));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception registering tab spawners"));
}
}
// Unregister tab spawners
void FDismembermentEditor::UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
{
// Call the base implementation
UE_LOG(LogDismembermentEditor, Log, TEXT("Unregistering tab spawners"));
FAssetEditorToolkit::UnregisterTabSpawners(InTabManager);
// Unregister the tab spawners
InTabManager->UnregisterTabSpawner(ViewportTabId);
InTabManager->UnregisterTabSpawner(DetailsTabId);
InTabManager->UnregisterTabSpawner(LayerSystemTabId);
@@ -340,23 +429,406 @@ TSharedRef<SDockTab> FDismembermentEditor::SpawnTab_PhysicsSettings(const FSpawn
// Perform a boolean cut operation
void FDismembermentEditor::PerformBooleanCut()
{
// To be implemented
UE_LOG(LogDismembermentEditor, Log, TEXT("Performing boolean cut operation"));
try
{
if (!SkeletalMesh)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Cannot perform boolean cut: No skeletal mesh selected"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Cannot perform boolean cut: No skeletal mesh selected"));
return;
}
if (!BooleanCutTool)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Cannot perform boolean cut: Boolean cut tool not initialized"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Cannot perform boolean cut: Boolean cut tool not initialized"));
return;
}
// Perform the actual boolean cut operation
UE_LOG(LogDismembermentEditor, Log, TEXT("Using boolean cut tool to perform cut operation, Bone: %s, Create Cap: %s"),
*SelectedBoneName.ToString(), bCreateCapMesh ? TEXT("Yes") : TEXT("No"));
// If a bone is selected, use bone-guided cutting
TArray<USkeletalMesh*> ResultMeshes;
if (SelectedBoneName != NAME_None)
{
ResultMeshes = BooleanCutTool->CutWithBoneAxis(SkeletalMesh, SelectedBoneName, CurrentCutPlane, bCreateCapMesh);
}
else
{
// Otherwise use regular skeletal mesh cutting
ResultMeshes = BooleanCutTool->CutSkeletalMesh(SkeletalMesh, CurrentCutPlane, NAME_None, bCreateCapMesh);
}
// Check results
if (ResultMeshes.Num() > 0)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("Boolean cut completed successfully, generated %d meshes"), ResultMeshes.Num());
// Show success message
FText SuccessMessage = FText::Format(
FText::FromString("Boolean cut completed, generated {0} meshes"),
FText::AsNumber(ResultMeshes.Num())
);
FMessageDialog::Open(EAppMsgType::Ok, SuccessMessage);
// TODO: Display result meshes in viewport
}
else
{
UE_LOG(LogDismembermentEditor, Warning, TEXT("Boolean cut operation did not generate any meshes"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Boolean cut operation did not generate any meshes"));
}
UE_LOG(LogDismembermentEditor, Log, TEXT("Boolean cut operation completed"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception during boolean cut operation: %s"), UTF8_TO_TCHAR(e.what()));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(FText::FromString("Exception during boolean cut operation: {0}"), FText::FromString(UTF8_TO_TCHAR(e.what()))));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception during boolean cut operation"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Unknown exception during boolean cut operation"));
}
}
// Add a new layer
void FDismembermentEditor::AddNewLayer()
{
// To be implemented
UE_LOG(LogDismembermentEditor, Log, TEXT("Adding new anatomical layer"));
try
{
if (!SkeletalMesh)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Cannot add new layer: No skeletal mesh selected"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Cannot add new layer: No skeletal mesh selected"));
return;
}
if (!LayerSystem)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Cannot add new layer: Layer system not initialized"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Cannot add new layer: Layer system not initialized"));
return;
}
// Show a dialog to get the layer type and name
TSharedRef<SWindow> Window = SNew(SWindow)
.Title(FText::FromString("Add New Anatomical Layer"))
.SizingRule(ESizingRule::Autosized)
.SupportsMaximize(false)
.SupportsMinimize(false);
TSharedPtr<SComboBox<TSharedPtr<EAnatomicalLayerType>>> LayerTypeComboBox;
TSharedPtr<SEditableTextBox> LayerNameTextBox;
// Create array of layer types
TArray<TSharedPtr<EAnatomicalLayerType>> LayerTypes;
LayerTypes.Add(MakeShareable(new EAnatomicalLayerType(EAnatomicalLayerType::Skin)));
LayerTypes.Add(MakeShareable(new EAnatomicalLayerType(EAnatomicalLayerType::Muscle)));
LayerTypes.Add(MakeShareable(new EAnatomicalLayerType(EAnatomicalLayerType::Bone)));
LayerTypes.Add(MakeShareable(new EAnatomicalLayerType(EAnatomicalLayerType::Organ)));
LayerTypes.Add(MakeShareable(new EAnatomicalLayerType(EAnatomicalLayerType::Blood)));
LayerTypes.Add(MakeShareable(new EAnatomicalLayerType(EAnatomicalLayerType::Custom)));
// Selected layer type
TSharedPtr<EAnatomicalLayerType> SelectedLayerType = LayerTypes[0];
// Layer name
FString NewLayerName = TEXT("New Layer");
// Dialog result
bool bDialogResult = false;
Window->SetContent(
SNew(SBorder)
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(FMargin(8.0f))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0, 0, 0, 4)
[
SNew(STextBlock)
.Text(FText::FromString("Layer Type:"))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0, 0, 0, 8)
[
SAssignNew(LayerTypeComboBox, SComboBox<TSharedPtr<EAnatomicalLayerType>>)
.OptionsSource(&LayerTypes)
.InitiallySelectedItem(SelectedLayerType)
.OnSelectionChanged_Lambda([&SelectedLayerType](TSharedPtr<EAnatomicalLayerType> NewValue, ESelectInfo::Type SelectType) {
SelectedLayerType = NewValue;
})
.OnGenerateWidget_Lambda([](TSharedPtr<EAnatomicalLayerType> InLayerType) {
FString TypeName;
switch (*InLayerType)
{
case EAnatomicalLayerType::Skin: TypeName = TEXT("Skin"); break;
case EAnatomicalLayerType::Muscle: TypeName = TEXT("Muscle"); break;
case EAnatomicalLayerType::Bone: TypeName = TEXT("Bone"); break;
case EAnatomicalLayerType::Organ: TypeName = TEXT("Organ"); break;
case EAnatomicalLayerType::Blood: TypeName = TEXT("Blood"); break;
case EAnatomicalLayerType::Custom: TypeName = TEXT("Custom"); break;
default: TypeName = TEXT("Unknown"); break;
}
return SNew(STextBlock).Text(FText::FromString(TypeName));
})
[
SNew(STextBlock)
.Text_Lambda([&SelectedLayerType]() {
FString TypeName;
switch (*SelectedLayerType)
{
case EAnatomicalLayerType::Skin: TypeName = TEXT("Skin"); break;
case EAnatomicalLayerType::Muscle: TypeName = TEXT("Muscle"); break;
case EAnatomicalLayerType::Bone: TypeName = TEXT("Bone"); break;
case EAnatomicalLayerType::Organ: TypeName = TEXT("Organ"); break;
case EAnatomicalLayerType::Blood: TypeName = TEXT("Blood"); break;
case EAnatomicalLayerType::Custom: TypeName = TEXT("Custom"); break;
default: TypeName = TEXT("Unknown"); break;
}
return FText::FromString(TypeName);
})
]
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0, 0, 0, 4)
[
SNew(STextBlock)
.Text(FText::FromString("Layer Name:"))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0, 0, 0, 8)
[
SAssignNew(LayerNameTextBox, SEditableTextBox)
.Text(FText::FromString(NewLayerName))
.OnTextChanged_Lambda([&NewLayerName](const FText& NewText) {
NewLayerName = NewText.ToString();
})
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0, 8, 0, 0)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew(SSpacer)
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(0, 0, 4, 0)
[
SNew(SButton)
.Text(FText::FromString("Cancel"))
.OnClicked_Lambda([&Window, &bDialogResult]() {
bDialogResult = false;
Window->RequestDestroyWindow();
return FReply::Handled();
})
]
+ SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SButton)
.Text(FText::FromString("Add"))
.OnClicked_Lambda([&Window, &bDialogResult]() {
bDialogResult = true;
Window->RequestDestroyWindow();
return FReply::Handled();
})
]
]
]
);
// Show the dialog
GEditor->EditorAddModalWindow(Window);
// If the user clicked Add
if (bDialogResult && SelectedLayerType.IsValid())
{
// Add the new layer
int32 NewLayerIndex = LayerSystem->AddLayer(FName(*NewLayerName), *SelectedLayerType);
if (NewLayerIndex != INDEX_NONE)
{
UE_LOG(LogDismembermentEditor, Log, TEXT("Added new layer: %s (Type: %d)"), *NewLayerName, (int32)*SelectedLayerType);
// Show success message
FText SuccessMessage = FText::Format(
FText::FromString("Successfully added new layer: {0}"),
FText::FromString(NewLayerName)
);
FMessageDialog::Open(EAppMsgType::Ok, SuccessMessage);
// TODO: Update the UI to show the new layer
}
else
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Failed to add new layer"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Failed to add new layer"));
}
}
UE_LOG(LogDismembermentEditor, Log, TEXT("Add new layer operation completed"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception adding new layer: %s"), UTF8_TO_TCHAR(e.what()));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(FText::FromString("Exception occurred while adding new layer: {0}"), FText::FromString(UTF8_TO_TCHAR(e.what()))));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception adding new layer"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Unknown exception occurred while adding new layer"));
}
}
// Save the edits
void FDismembermentEditor::SaveEdits()
{
// To be implemented
UE_LOG(LogDismembermentEditor, Log, TEXT("Saving dismemberment setup"));
try
{
if (!SkeletalMesh)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Cannot save edits: No skeletal mesh selected"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Cannot save edits: No skeletal mesh selected"));
return;
}
// TODO: Implement the actual save functionality
// This will involve:
// 1. Saving the current state of the mesh
// 2. Saving the layer system configuration
// 3. Saving the physics settings
// For now, just show a message
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Save functionality will be implemented in a future update"));
UE_LOG(LogDismembermentEditor, Log, TEXT("Dismemberment setup saved"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception saving edits: %s"), UTF8_TO_TCHAR(e.what()));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(FText::FromString("Exception occurred while saving edits: {0}"), FText::FromString(UTF8_TO_TCHAR(e.what()))));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception saving edits"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Unknown exception occurred while saving edits"));
}
}
// Preview the effects
void FDismembermentEditor::PreviewEffects()
{
// To be implemented
UE_LOG(LogDismembermentEditor, Log, TEXT("Previewing dismemberment effects"));
try
{
if (!SkeletalMesh)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Cannot preview effects: No skeletal mesh selected"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Cannot preview effects: No skeletal mesh selected"));
return;
}
// TODO: Implement the actual preview functionality
// This will involve:
// 1. Creating a temporary instance of the mesh
// 2. Applying the current dismemberment settings
// 3. Showing the effects in the viewport
// For now, just show a message
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Preview functionality will be implemented in a future update"));
UE_LOG(LogDismembermentEditor, Log, TEXT("Dismemberment effects previewed"));
}
catch (const std::exception& e)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Exception previewing effects: %s"), UTF8_TO_TCHAR(e.what()));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(FText::FromString("Exception occurred while previewing effects: {0}"), FText::FromString(UTF8_TO_TCHAR(e.what()))));
}
catch (...)
{
UE_LOG(LogDismembermentEditor, Error, TEXT("Unknown exception previewing effects"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("Unknown exception occurred while previewing effects"));
}
}
// Create the editor toolbar
void FDismembermentEditor::CreateEditorToolbar()
{
// Create command list
TSharedPtr<FUICommandList> CommandList = MakeShareable(new FUICommandList);
// Get the toolbar builder
TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);
ToolbarExtender->AddToolBarExtension(
"Asset",
EExtensionHook::After,
CommandList,
FToolBarExtensionDelegate::CreateLambda([this](FToolBarBuilder& ToolbarBuilder)
{
ToolbarBuilder.BeginSection("Dismemberment");
{
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::PerformBooleanCut)),
NAME_None,
FText::FromString("Boolean Cut"),
FText::FromString("Perform Boolean Cut Operation"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.CurveBase"),
EUserInterfaceActionType::Button
);
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::AddNewLayer)),
NAME_None,
FText::FromString("Add Layer"),
FText::FromString("Add New Anatomical Layer"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Layer"),
EUserInterfaceActionType::Button
);
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::PreviewEffects)),
NAME_None,
FText::FromString("Preview"),
FText::FromString("Preview Dismemberment Effects"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.ParticleSystem"),
EUserInterfaceActionType::Button
);
ToolbarBuilder.AddToolBarButton(
FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::SaveEdits)),
NAME_None,
FText::FromString("Save"),
FText::FromString("Save Dismemberment Settings"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "AssetEditor.SaveAsset"),
EUserInterfaceActionType::Button
);
}
ToolbarBuilder.EndSection();
})
);
// Add the extender
AddToolbarExtender(ToolbarExtender);
}

File diff suppressed because it is too large Load Diff

View File

@@ -3,6 +3,8 @@
#include "CoreMinimal.h"
#include "Toolkits/AssetEditorToolkit.h"
#include "EditorUndoClient.h"
#include "BooleanCutTool.h"
#include "AnatomicalLayerSystem.h"
class USkeletalMesh;
class SDockTab;
@@ -12,48 +14,116 @@ class SBorder;
/**
* Dismemberment System Editor
* Provides real-time boolean cutting and multi-layer system editing functionality
* Allows users to create and edit anatomical layer structures for skeletal meshes
* Supports physics settings and effect previews
*/
class FDismembermentEditor : public FAssetEditorToolkit, public FEditorUndoClient
{
public:
/** Constructor */
FDismembermentEditor();
/** Destructor */
virtual ~FDismembermentEditor();
/**
* Initialize the dismemberment editor
* @param Mode - Toolkit mode
* @param InitToolkitHost - Toolkit host
* @param InSkeletalMesh - Skeletal mesh to edit
*/
void InitDismembermentEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, USkeletalMesh* InSkeletalMesh);
/** Get toolkit name */
virtual FName GetToolkitFName() const override;
/** Get base toolkit name */
virtual FText GetBaseToolkitName() const override;
/** Get world centric tab prefix */
virtual FString GetWorldCentricTabPrefix() const override;
/** Get world centric tab color scale */
virtual FLinearColor GetWorldCentricTabColorScale() const override;
/** Post undo handler */
virtual void PostUndo(bool bSuccess) override;
/** Post redo handler */
virtual void PostRedo(bool bSuccess) override;
/** Get current skeletal mesh being edited */
USkeletalMesh* GetSkeletalMesh() const { return SkeletalMesh; }
private:
/** Create editor layout */
void CreateEditorLayout();
/** Create editor toolbar */
void CreateEditorToolbar();
void RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager);
void UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager);
/** Register tab spawners */
virtual void RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager) override;
/** Unregister tab spawners */
virtual void UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager) override;
/** Spawn viewport tab */
TSharedRef<SDockTab> SpawnTab_Viewport(const FSpawnTabArgs& Args);
/** Spawn details tab */
TSharedRef<SDockTab> SpawnTab_Details(const FSpawnTabArgs& Args);
/** Spawn layer system tab */
TSharedRef<SDockTab> SpawnTab_LayerSystem(const FSpawnTabArgs& Args);
/** Spawn physics settings tab */
TSharedRef<SDockTab> SpawnTab_PhysicsSettings(const FSpawnTabArgs& Args);
/** Perform boolean cut operation */
void PerformBooleanCut();
/** Add new anatomical layer */
void AddNewLayer();
/** Save edits */
void SaveEdits();
/** Preview effects */
void PreviewEffects();
private:
/** Current skeletal mesh being edited */
USkeletalMesh* SkeletalMesh;
/** Viewport widget */
TSharedPtr<SBorder> ViewportWidget;
/** Details widget */
TSharedPtr<IDetailsView> DetailsWidget;
/** Layer system widget */
TSharedPtr<SBorder> LayerSystemWidget;
/** Physics settings widget */
TSharedPtr<SBorder> PhysicsSettingsWidget;
/** Boolean cut tool */
UBooleanCutTool* BooleanCutTool;
/** Anatomical layer system */
UAnatomicalLayerSystem* LayerSystem;
/** Current cut plane */
FCutPlane CurrentCutPlane;
/** Selected bone name for cutting */
FName SelectedBoneName;
/** Flag to create cap mesh */
bool bCreateCapMesh;
/** Tab ID constants */
static const FName ViewportTabId;
static const FName DetailsTabId;
static const FName LayerSystemTabId;

View File

@@ -4,6 +4,8 @@
#include "Toolkits/AssetEditorToolkit.h"
#include "Widgets/Docking/SDockTab.h"
#include "BooleanCutTool.h"
#include "EditorUndoClient.h"
#include "Logging/LogMacros.h"
class SDockTab;
class SGraphEditor;
@@ -13,6 +15,10 @@ class SMatrixInputWidget;
class FFLESHViewportClient;
class FSceneViewport;
class UVisceraNodeObject;
class FDismembermentEditor;
// Define log category
DECLARE_LOG_CATEGORY_EXTERN(LogFLESHEditor, Log, All);
/**
* Bone tree item structure
@@ -181,7 +187,7 @@ struct FVisceraNodeItem : public TSharedFromThis<FVisceraNodeItem>
* FLESH Main Editor
* Provides the main editing functionality for the dismemberment system
*/
class FLESHEDITOR_API FFLESHEditor : public FAssetEditorToolkit
class FLESHEDITOR_API FFLESHEditor : public FAssetEditorToolkit, public FEditorUndoClient
{
public:
FFLESHEditor();
@@ -199,8 +205,26 @@ public:
virtual FLinearColor GetWorldCentricTabColorScale() const override;
// End of FAssetEditorToolkit interface
// FEditorUndoClient interface
virtual void PostUndo(bool bSuccess) override;
virtual void PostRedo(bool bSuccess) override;
// Open the editor
static void OpenEditor();
void OpenEditor();
// Get whether the editor is initialized
bool IsEditorInitialized();
// Get the editing object
UObject* GetEditingObject() const { return EditingObject; }
// Add DismembermentEditor related tab spawners
TSharedRef<SDockTab> SpawnTab_LayerSystem(const FSpawnTabArgs& Args);
TSharedRef<SDockTab> SpawnTab_PhysicsSettings(const FSpawnTabArgs& Args);
// Create DismembermentEditor related widgets
TSharedRef<SBorder> CreateLayerSystemWidget();
TSharedRef<SBorder> CreatePhysicsSettingsWidget();
private:
// Tab spawners
@@ -232,6 +256,9 @@ private:
// Create command list
void CreateCommandList();
// Extend toolbar with custom buttons
void ExtendToolbar();
// Generate bone tree row
TSharedRef<ITableRow> OnGenerateBoneRow(TSharedPtr<FBoneTreeItem> Item, const TSharedRef<STableViewBase>& OwnerTable);
@@ -338,4 +365,17 @@ private:
static const FName MatrixEditorTabId;
static const FName GraphEditorTabId;
static const FName ToolbarTabId;
static const FName LayerSystemTabId;
static const FName PhysicsSettingsTabId;
static const FName DismembermentGraphTabId;
// Is the editor initialized?
bool bIsInitialized;
// New DismembermentEditor related Widgets
TSharedPtr<SBorder> LayerSystemWidget;
TSharedPtr<SBorder> PhysicsSettingsWidget;
// Error handling method
void HandleEditorError(const FText& ErrorMessage);
};