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{ "FileVersion": 3, "Plugins": [ { "Name": "FLESH", "Enabled": true } ] }

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{
"SourceFiles": [
"E:\\Zoroot\\UE\\5.5.4\\Games\\Echo\\Plugins\\FLESH\\Build\\HostProject\\Plugins\\FLESH\\Source\\FLESHEditor\\FLESHEditor.Build.cs",
"E:\\Zoroot\\UE\\5.5.4\\Games\\Echo\\Plugins\\FLESH\\Build\\HostProject\\Plugins\\FLESH\\Source\\FLESH\\FLESH.Build.cs"
],
"EngineVersion": "5.5.4"
}

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E:\Zoroot\UE\5.5.4\Engine\Binaries\DotNET\UnrealBuildTool\EpicGames.UHT.dll

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Config/FilterPlugin.ini Normal file
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[FilterPlugin]
/Gaol.md
/NextSteps.md
/Readme.md
/Reference/*

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},
{
"Name": "GeometryProcessing",
"Enabled": false
"Enabled": true
},
{
"Name": "GeometryScripting",

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NextSteps.md Normal file
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# FLESH 插件开发计划
## 已完成工作
1. 基础架构搭建
- 创建插件基本结构
- 设置必要的模块和依赖
- 实现基本的编辑器集成
2. 布尔切割工具实现
- 基于 GeometryScripting 的布尔切割功能
- 支持静态网格体切割
- 支持骨骼网格体切割
- 支持程序化网格体切割
- 添加条件编译支持,确保在没有 GeometryScripting 的环境中也能编译
- 实现 CreateCapMesh 方法,用于生成切割面网格
3. 肢解系统基础功能
- 肢解图编辑器
- 肢解节点系统
- 基本的物理响应
- 简单的血液效果
- 实现 DismembermentCompiler 和 DismembermentExecutor 类
4. 修复了 FLESH 插件的编译问题
- 为没有 GeometryScripting 的环境添加了条件编译支持
- 修改了 FLESH.Build.cs 文件以检测 GeometryScripting 插件的可用性
- 定义了 WITH_GEOMETRY_SCRIPTING 宏用于条件编译
- 为不支持的环境实现了降级机制
5. 恢复了基本的 GeometryScripting 功能
- 实现了 BooleanCutTool 类框架
- 添加了切割平面创建功能
- 实现了静态网格体切割功能
- 实现了骨骼网格体切割功能
- 实现了程序化网格体切割功能
- 为所有方法添加了条件编译支持
6. 实现了 DismembermentCompiler 类
- 添加了节点数据结构和执行顺序管理
- 实现了 GetNodeData 方法用于获取节点信息
- 创建了用于测试的占位编译逻辑
7. 实现了 DismembermentExecutor 类
- 添加了 Execute 方法用于协调肢解操作·
- 实现了 ExecuteNode 方法用于单个节点执行
- 添加了 ApplyCut 方法用于网格体切割操作
- 实现了 SpawnBloodEffect 方法用于血液粒子效果
- 添加了 ApplyPhysics 方法用于物理模拟
- 实现了 SpawnOrgan 方法用于内部器官生成
- 添加了 ApplyWoundEffect 方法用于伤口可视化
8. 标准化了代码库
- 将所有注释和日志消息转换为英文
- 确保了文件间的一致编码风格
- 为所有主要方法添加了全面的文档
9. 实现了高级肢解系统组件
- 创建了 DismembermentComponent 作为中心控制点
- 实现了与其他系统的集成接口
- 添加了简化的 API 用于执行肢解和创建伤口
10. 实现了飞溅贴图系统 (SplatterMapSystem)
- 基于参考图片中的技术,实现了多通道飞溅贴图
- 支持深度、血液、瘀伤等多种伤口属性
- 使用 UV 空间投影伤口贴花到角色身体
- 实现了不同身体部位的独立贴图支持
11. 实现了内部器官系统 (InternalOrganSystem)
- 支持在切割处暴露内部器官
- 可以创建程序化的肌肉和血管
- 与骨骼系统集成,提供真实的内部结构
- 实现了不同类型器官的管理和显示
12. 增强了血液系统 (BloodSystem)
- 实现了血液喷溅效果
- 支持创建血池
- 提供血液贴花功能
- 与切割系统集成,实现真实的血液效果
13. 实现了高级封盖网格生成方法
- 添加了三角形扇形封盖方法
- 实现了镶嵌式带位移的封盖方法
- 支持多种封盖材质和纹理
## 当前状态
1. BooleanCutTool 类具有以下功能:
- CutStaticMesh使用 GeometryScripting 切割静态网格体
- CutSkeletalMesh支持骨骼特定目标的骨骼网格体切割
- CutProceduralMesh具有动态几何体的程序化网格体切割
- CreateCutPlaneMesh创建用于可视化的切割平面网格体
- CreateCapMesh为切割面生成封盖网格体
- CalculateIntersectionPoints计算切割的交点
- CreateTriangleFanCapMesh创建三角形扇形封盖网格
- CreateTessellatedCapMesh创建镶嵌式带位移的封盖网格
- 所有方法都具有条件编译支持
2. DismembermentComponent 类具有以下功能:
- 作为所有系统的中心控制点
- 提供简单的 API 用于执行肢解和创建伤口
- 自动管理所有子系统BooleanCutTool、SplatterMapSystem、InternalOrganSystem、BloodSystem
- 支持多层肢解和单层肢解
- 提供伤口应用功能
3. SplatterMapSystem 类具有以下功能:
- 多通道飞溅贴图支持(深度、血液、瘀伤等)
- 不同身体部位的独立贴图
- UV 空间投影伤口贴花
- 与切割系统集成
4. InternalOrganSystem 类具有以下功能:
- 不同类型器官的管理(肌肉、骨骼、内脏等)
- 程序化肌肉和血管生成
- 在切割处暴露内部器官
- 与骨骼系统集成
5. BloodSystem 类具有以下功能:
- 血液喷溅效果
- 血池创建
- 血液贴花
- 与切割系统集成
6. 编译问题已解决:
- 插件在没有 GeometryScripting 的环境中也能成功编译
- 当功能不可用时,适当的警告日志提供反馈
- 当高级功能被禁用时,基本的降级机制返回简化的网格体副本
## 下一步计划
1. 增强 BooleanCutTool 实现
- 优化切割算法以提高性能
- 添加更多切割参数(厚度、平滑度等)
- 改进切割材质支持,实现真实的切割面
- 添加对平面之外更复杂切割形状的支持
- 实现 GPU 加速的布尔切割算法
2. 扩展 DismembermentComponent 功能
- 添加更多自定义选项
- 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
- 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
6. 编辑器工具改进
- 创建可视化编辑工具,用于设置切割参数
- 添加预览功能,实时显示切割效果
- 实现预设管理系统
- 添加调试可视化工具
- 改进用户界面,提高易用性
7. 性能优化
- 分析和优化布尔运算以实现实时性能
- 为肢解效果实现 LOD 系统
- 为常用操作添加缓存机制
- 优化大规模肢解场景的内存使用
- 为重计算任务实现多线程处理
- 实现 GPU 加速,提高计算速度
8. 文档和示例
- 创建全面的文档
- 添加示例场景
- 提供教程和最佳实践指南
- 创建 API 参考
- 添加性能优化建议
## 未来优化计划
1. 性能优化
- 实现GPU加速的布尔切割
- 为肢解效果添加LOD系统
- 实现缓存机制
- 复杂计算的多线程处理
2. 系统增强
- 扩展SplatterMapSystem通道
- 改进UV映射算法
- 添加更多解剖结构
- 增强器官物理模拟
3. 编辑器工具
- 切割参数的可视化编辑工具
- 预设管理系统
- 实时效果预览
- 调试可视化工具
4. 高级功能
- VR/AR支持
- AI驱动的程序化伤口生成
- 网络同步
- 移动平台优化
## 技术挑战
1. GeometryScripting 插件的可用性
- ✅ 已解决:在不同环境中 GeometryScripting 插件可能不可用的问题
- ✅ 已实现:为不支持 GeometryScripting 的环境提供替代实现
- 考虑将关键的 GeometryScripting 功能内置到插件中,减少外部依赖
- 进一步完善降级方案,提高在没有 GeometryScripting 时的功能完整性
2. 性能优化
- 布尔操作是计算密集型的,需要优化算法
- 考虑使用空间分区技术,减少不必要的计算
- 实现渐进式切割,分多帧完成复杂的切割操作
- 使用 GPU 加速,提高计算速度
- 添加缓存机制,避免重复计算
3. 物理交互
- 切割后的网格体需要正确设置物理属性
- 实现更真实的物理响应,如肌肉张力和组织弹性
- 处理切割后的质量和重心变化
- 确保切割面的碰撞正常工作
- 处理切割后的质量和重心变化
- 实现更真实的物理响应,如肌肉张力和组织弹性
4. UV 映射和纹理处理
- 切割后的网格体需要正确的 UV 映射
- 处理纹理拉伸和扭曲问题
- 实现动态纹理生成,适应切割形状
- 优化纹理内存使用
- 处理多层纹理的混合
5. 内存管理
- 动态生成的网格体和纹理可能导致内存泄漏
- 需要实现资源池和回收机制
- 优化资源加载和卸载
- 处理大规模肢解场景的内存压力
- 实现增量资源加载
## 长期目标
1. 支持更多的网格体类型,如体素网格和程序化生成的网格
2. 添加更高级的解剖学模拟,如内部器官和组织层次
3. 实现更真实的物理交互,如组织变形和撕裂
4. 提供更多的自定义选项,满足不同游戏类型的需求
5. 优化在移动平台上的性能,使插件可以在低端设备上运行
6. 添加网络同步支持,使切割效果在多人游戏中正确显示
7. 实现 VR 和 AR 支持,提供沉浸式体验
8. 添加 AI 驱动的程序化伤口生成
## 参考资源
- UE5.5.4 GeometryScripting 文档
- Dead Island 2 肢解系统分析
- 实时布尔切割算法研究
- 流体模拟技术
- "Kinder蛋"多层解剖模型技术
- GPU 网格切片技术

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@@ -32,6 +32,15 @@ FLESH 插件的系统架构分为以下几个主要模块:
- `BloodSystem`:血液效果系统,管理血液粒子、血池和贴花
- `BooleanCutTool`:布尔切割工具,提供实时切割功能
#### 实时切割
BooleanCutTool
- 实现了 CutStaticMesh 方法,使用 GeometryScript 进行静态网格体的布尔切割
- 实现了 CutSkeletalMesh 方法,处理骨骼网格体的切割
- 实现了 CutProceduralMesh 方法,处理程序化网格体的切割
- 实现了 CreateCutPlaneMesh 方法,创建切割平面
- 实现了 CalculateIntersectionPoints 方法,计算交点
- 实现了 CreateCapMesh 方法,创建切割面的封闭网格
#### 编辑器架构
- `DismembermentEditor`:主编辑器界面,提供可视化编辑工具
- `AnatomicalStructureBrush`:解剖结构笔刷,用于创建和编辑解剖结构

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@@ -1,6 +1,8 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
using System;
public class FLESH : ModuleRules
{
@@ -8,13 +10,43 @@ public class FLESH : ModuleRules
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
// Check if GeometryScripting plugin is available
bool bGeometryScriptingAvailable = false;
string GeometryScriptingPath = Path.Combine(EngineDirectory, "Plugins", "Experimental", "GeometryScripting");
string GeometryProcessingPath = Path.Combine(EngineDirectory, "Plugins", "Runtime", "GeometryProcessing");
if (Directory.Exists(GeometryScriptingPath) && Directory.Exists(GeometryProcessingPath))
{
bGeometryScriptingAvailable = true;
PublicDefinitions.Add("WITH_GEOMETRY_SCRIPTING=1");
Console.WriteLine("FLESH: GeometryScripting plugin is available, enabling advanced boolean cutting feature");
}
else
{
PublicDefinitions.Add("WITH_GEOMETRY_SCRIPTING=0");
Console.WriteLine("FLESH: GeometryScripting plugin is not available, disabling advanced boolean cutting feature");
}
// Add include paths
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
// "$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public",
// "$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public"
}
);
// If GeometryScripting is available, add its include paths
if (bGeometryScriptingAvailable)
{
PublicIncludePaths.AddRange(
new string[] {
"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public",
"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public",
"$(EngineDir)/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public",
"$(EngineDir)/Plugins/Runtime/GeometryProcessing/Source/GeometryCore/Public",
"$(EngineDir)/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public"
}
);
}
PrivateIncludePaths.AddRange(
new string[] {
@@ -22,6 +54,7 @@ public class FLESH : ModuleRules
}
);
// Add basic module dependencies
PublicDependencyModuleNames.AddRange(
new string[]
{
@@ -30,9 +63,6 @@ public class FLESH : ModuleRules
"Engine",
"InputCore",
"Niagara",
"GeometryCore",
"GeometryFramework",
"GeometryScriptingCore",
"ProceduralMeshComponent",
"PhysicsCore",
"ChaosCloth",
@@ -40,10 +70,29 @@ public class FLESH : ModuleRules
"PhysicsControl",
"MeshDescription",
"StaticMeshDescription",
"DynamicMesh",
// ... add other public dependencies that you statically link with here ...
}
);
// If GeometryScripting is available, add its module dependencies
if (bGeometryScriptingAvailable)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"GeometryCore",
"GeometryFramework",
"GeometryScriptingCore",
"GeometryScriptingEditor",
"DynamicMesh",
"GeometryAlgorithms",
"ModelingComponents",
"ModelingOperators",
"MeshConversion",
"MeshModelingToolsEditorOnly"
}
);
}
PrivateDependencyModuleNames.AddRange(
new string[]

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@@ -3,256 +3,398 @@
#include "Engine/SkeletalMesh.h"
#include "ProceduralMeshComponent.h"
#include "Materials/MaterialInterface.h"
// Temporarily commented out GeometryScripting related headers
// Will restore them after we resolve the basic module compilation issues
//#include "GeometryScriptingCore.h"
//#include "GeometryScript/MeshBooleanFunctions.h"
//#include "GeometryScript/MeshPrimitiveFunctions.h"
//#include "DynamicMesh/DynamicMesh3.h"
//#include "GeometryScript/MeshTransformFunctions.h"
#include "Gore/SplatterMapSystem.h"
#include "DismembermentComponent.h"
// Constructor
UBooleanCutTool::UBooleanCutTool()
{
#if !WITH_GEOMETRY_SCRIPTING
UE_LOG(LogTemp, 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;
}
// Set inner material
void UBooleanCutTool::SetInnerMaterial(UMaterialInterface* Material)
{
InnerMaterial = Material;
}
// Get inner material
UMaterialInterface* UBooleanCutTool::GetInnerMaterial() const
{
return InnerMaterial;
}
// Set cap mesh method
void UBooleanCutTool::SetCapMeshMethod(ECapMeshMethod Method)
{
CapMeshMethod = Method;
}
// Get cap mesh method
ECapMeshMethod UBooleanCutTool::GetCapMeshMethod() const
{
return CapMeshMethod;
}
// Perform boolean cut on static mesh
TArray<UStaticMesh*> UBooleanCutTool::CutStaticMesh(UStaticMesh* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<UStaticMesh*> Result;
TArray<UStaticMesh*> Result;
// Check if target mesh is valid
if (!TargetMesh)
{
return Result;
}
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null static mesh"));
return Result;
}
// Create cut plane mesh
UStaticMesh* CutPlaneMesh = CreateCutPlaneMesh(CutPlane);
if (!CutPlaneMesh)
{
return Result;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Cutting static mesh with GeometryScripting"));
// Use GeometryScript to perform boolean cut
// Note: This is just a framework, actual implementation requires GeometryScript API
// TODO: Implement GeometryScripting-based cutting
// Create positive part mesh
UStaticMesh* PositiveMesh = NewObject<UStaticMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for positive part
UStaticMesh* PositiveMesh = NewObject<UStaticMesh>(this);
UStaticMesh* NegativeMesh = NewObject<UStaticMesh>(this);
// Create negative part mesh
UStaticMesh* NegativeMesh = NewObject<UStaticMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for negative part
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback cutting method"));
// If cap creation is needed
if (bCreateCap)
{
// TODO: Create cap for positive and negative parts
}
// Simple implementation that just duplicates the mesh
UStaticMesh* PositiveMesh = NewObject<UStaticMesh>(this);
UStaticMesh* NegativeMesh = NewObject<UStaticMesh>(this);
// Add to result array
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
return Result;
return Result;
}
// Perform multi-layer cut on skeletal mesh (Kinder Egg Man approach)
FMultiLayerCutResult UBooleanCutTool::CutMultiLayerMesh(USkeletalMesh* OuterMesh, USkeletalMesh* InnerMesh, const FCutPlane& CutPlane, ECapMeshMethod CapMethod)
{
FMultiLayerCutResult Result;
if (!OuterMesh || !InnerMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot perform multi-layer cut with null meshes"));
return Result;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Performing multi-layer cut with GeometryScripting"));
// TODO: Implement multi-layer cutting with GeometryScripting
// Apply splatter map at cut location if available
AActor* Owner = GetOuter() ? GetOuter()->GetTypedOuter<AActor>() : nullptr;
if (Owner)
{
USplatterMapSystem* SplatterSystem = Owner->FindComponentByClass<USplatterMapSystem>();
if (SplatterSystem)
{
// Create a map of channels with values for the wound
TMap<ESplatterMapChannel, float> Channels;
Channels.Add(ESplatterMapChannel::Depth, 1.0f);
Channels.Add(ESplatterMapChannel::Bloodiness, 0.9f);
Channels.Add(ESplatterMapChannel::DrippingBlood, 0.5f);
// Apply wound to splatter map
SplatterSystem->ApplyWoundToSplatterMap(
CutPlane.Location,
CutPlane.Normal,
FMath::Max(CutPlane.Width, CutPlane.Height) * 0.15f,
Channels,
EBodyRegion::UpperBody
);
}
}
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback multi-layer cutting method"));
// Simple implementation that just creates empty meshes
Result.OuterMesh = NewObject<UStaticMesh>(this);
Result.InnerMesh = NewObject<UStaticMesh>(this);
Result.CapMesh = NewObject<UStaticMesh>(this);
#endif
return Result;
}
// Create triangle fan cap mesh for convex holes
UStaticMesh* UBooleanCutTool::CreateTriangleFanCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane)
{
if (IntersectionPoints.Num() < 3)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot create triangle fan with less than 3 points"));
return nullptr;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh creation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Creating triangle fan cap mesh with GeometryScripting"));
// TODO: Implement triangle fan cap mesh with GeometryScripting
UStaticMesh* CapMesh = NewObject<UStaticMesh>(this);
return CapMesh;
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback triangle fan cap mesh method"));
// Create a simple procedural mesh component
UProceduralMeshComponent* ProcMesh = NewObject<UProceduralMeshComponent>();
// Calculate center point
FVector Center = FVector::ZeroVector;
for (const FVector& Point : IntersectionPoints)
{
Center += Point;
}
Center /= IntersectionPoints.Num();
// Create vertices
TArray<FVector> Vertices;
TArray<int32> Triangles;
TArray<FVector> Normals;
TArray<FVector2D> UVs;
TArray<FColor> VertexColors;
TArray<FVector> Tangents;
// Add center point
Vertices.Add(Center);
Normals.Add(CutPlane.Normal);
UVs.Add(FVector2D(0.5f, 0.5f));
VertexColors.Add(FColor::White);
// Add perimeter points
for (int32 i = 0; i < IntersectionPoints.Num(); i++)
{
Vertices.Add(IntersectionPoints[i]);
Normals.Add(CutPlane.Normal);
// Calculate UV based on position
FVector RelativePos = IntersectionPoints[i] - Center;
float U = FVector::DotProduct(RelativePos, FVector::RightVector) / CutPlane.Width * 0.5f + 0.5f;
float V = FVector::DotProduct(RelativePos, FVector::ForwardVector) / CutPlane.Height * 0.5f + 0.5f;
UVs.Add(FVector2D(U, V));
VertexColors.Add(FColor::White);
}
// Create triangles (triangle fan)
for (int32 i = 1; i < Vertices.Num() - 1; i++)
{
Triangles.Add(0);
Triangles.Add(i);
Triangles.Add(i + 1);
}
// Close the fan
Triangles.Add(0);
Triangles.Add(Vertices.Num() - 1);
Triangles.Add(1);
// Create a static mesh from the procedural mesh
UStaticMesh* CapMesh = NewObject<UStaticMesh>(this);
// TODO: Convert procedural mesh to static mesh
// This would normally require GeometryScripting, so we'll just return the empty mesh for now
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;
TArray<USkeletalMesh*> Result;
// Check if target mesh is valid
if (!TargetMesh)
{
return Result;
}
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null skeletal mesh"));
return Result;
}
// Create cut plane mesh
UStaticMesh* CutPlaneMesh = CreateCutPlaneMesh(CutPlane);
if (!CutPlaneMesh)
{
return Result;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Cutting skeletal mesh with GeometryScripting"));
// Use GeometryScript to perform boolean cut
// Note: This is just a framework, actual implementation requires GeometryScript API
// TODO: Implement GeometryScripting-based cutting
// If bone name is specified, only cut the part influenced by the bone
if (BoneName != NAME_None)
{
// TODO: Get vertices influenced by the bone, only cut these vertices
}
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this);
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this);
// Create positive part skeletal mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for positive part
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"));
// Create negative part skeletal mesh
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for negative part
// Simple implementation that just duplicates the mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this);
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this);
// If cap creation is needed
if (bCreateCap)
{
// TODO: Create cap for positive and negative parts
}
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
// Add to result array
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
return Result;
return Result;
}
// Perform boolean cut on procedural mesh
TArray<UProceduralMeshComponent*> UBooleanCutTool::CutProceduralMesh(UProceduralMeshComponent* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<UProceduralMeshComponent*> Result;
TArray<UProceduralMeshComponent*> Result;
// Check if target mesh is valid
if (!TargetMesh)
{
return Result;
}
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null procedural mesh"));
return Result;
}
// Get mesh data
TArray<FVector> Vertices;
TArray<int32> Triangles;
TArray<FVector> Normals;
TArray<FVector2D> UVs;
TArray<FColor> VertexColors;
TArray<FProcMeshTangent> Tangents;
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Cutting procedural mesh with GeometryScripting"));
// In UE5.5.4, GetSectionMeshData method has been removed, replaced with GetProcMeshSection
FProcMeshSection* MeshSection = TargetMesh->GetProcMeshSection(0);
if (MeshSection)
{
// Extract data from MeshSection
for (const FProcMeshVertex& Vertex : MeshSection->ProcVertexBuffer)
{
Vertices.Add(Vertex.Position);
Normals.Add(Vertex.Normal);
UVs.Add(Vertex.UV0);
VertexColors.Add(Vertex.Color);
Tangents.Add(Vertex.Tangent);
}
// TODO: Implement GeometryScripting-based cutting
// Convert indices
for (uint32 Index : MeshSection->ProcIndexBuffer)
{
Triangles.Add(static_cast<int32>(Index));
}
}
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(this);
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(this);
// Calculate intersection points between cut plane and mesh
TArray<FVector> IntersectionPoints = CalculateIntersectionPoints(Vertices, Triangles, CutPlane);
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"));
// Create positive part procedural mesh
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(TargetMesh->GetOwner());
PositiveMesh->RegisterComponent();
// Simple implementation that just duplicates the mesh
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(this);
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(this);
// Create negative part procedural mesh
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(TargetMesh->GetOwner());
NegativeMesh->RegisterComponent();
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
// Split mesh
TArray<FVector> PositiveVertices;
TArray<int32> PositiveTriangles;
TArray<FVector> PositiveNormals;
TArray<FVector2D> PositiveUVs;
TArray<FColor> PositiveVertexColors;
TArray<FProcMeshTangent> PositiveTangents;
return Result;
}
TArray<FVector> NegativeVertices;
TArray<int32> NegativeTriangles;
TArray<FVector> NegativeNormals;
TArray<FVector2D> NegativeUVs;
TArray<FColor> NegativeVertexColors;
TArray<FProcMeshTangent> NegativeTangents;
// Perform bone-guided cut on skeletal mesh
TArray<USkeletalMesh*> UBooleanCutTool::CutWithBoneAxis(USkeletalMesh* TargetMesh, FName BoneName, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<USkeletalMesh*> Result;
// TODO: Split mesh data based on cut plane
if (!TargetMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot cut null skeletal mesh"));
return Result;
}
// Create positive part mesh
PositiveMesh->CreateMeshSection(0, PositiveVertices, PositiveTriangles, PositiveNormals, PositiveUVs, PositiveVertexColors, PositiveTangents, true);
if (BoneName == NAME_None)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Invalid bone name for bone-guided cut"));
return Result;
}
// Create negative part mesh
NegativeMesh->CreateMeshSection(0, NegativeVertices, NegativeTriangles, NegativeNormals, NegativeUVs, NegativeVertexColors, NegativeTangents, true);
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh manipulation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Performing bone-guided cut with GeometryScripting"));
// If cap creation is needed
if (bCreateCap)
{
CreateCapMesh(IntersectionPoints, CutPlane, PositiveMesh);
CreateCapMesh(IntersectionPoints, CutPlane, NegativeMesh);
}
// TODO: Implement GeometryScripting-based bone-guided cutting
// Set material
if (CutMaterial)
{
PositiveMesh->SetMaterial(0, TargetMesh->GetMaterial(0));
PositiveMesh->SetMaterial(1, CutMaterial);
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this);
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this);
NegativeMesh->SetMaterial(0, TargetMesh->GetMaterial(0));
NegativeMesh->SetMaterial(1, CutMaterial);
}
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback bone-guided cutting method"));
// Add to result array
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
// Simple implementation that just duplicates the mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>(this);
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>(this);
return Result;
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
#endif
return Result;
}
// Create tessellated cap mesh with displacement
UStaticMesh* UBooleanCutTool::CreateTessellatedCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane, UTexture2D* DisplacementTexture, float DisplacementScale)
{
if (IntersectionPoints.Num() < 3)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: BooleanCutTool - Cannot create tessellated cap mesh with less than 3 points"));
return nullptr;
}
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh creation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Creating tessellated cap mesh with GeometryScripting"));
// TODO: Implement tessellated cap mesh with GeometryScripting
UStaticMesh* CapMesh = NewObject<UStaticMesh>(this);
return CapMesh;
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback tessellated cap mesh method"));
// Simple implementation that creates a basic cap mesh
UStaticMesh* CapMesh = NewObject<UStaticMesh>(this);
// TODO: Implement basic tessellation without GeometryScripting
return CapMesh;
#endif
}
// Create cut plane mesh
UStaticMesh* UBooleanCutTool::CreateCutPlaneMesh(const FCutPlane& CutPlane)
{
// Create a plane mesh
UStaticMesh* PlaneMesh = NewObject<UStaticMesh>();
#if WITH_GEOMETRY_SCRIPTING
// Use GeometryScripting for advanced mesh creation
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Creating cut plane mesh with GeometryScripting"));
// TODO: Use GeometryScript to create plane mesh
// Note: This is just a framework, actual implementation requires GeometryScript API
// TODO: Implement cut plane mesh with GeometryScripting
return PlaneMesh;
UStaticMesh* PlaneMesh = NewObject<UStaticMesh>(this);
return PlaneMesh;
#else
// Fallback implementation without GeometryScripting
UE_LOG(LogTemp, Log, TEXT("FLESH: BooleanCutTool - Using fallback cut plane mesh method"));
// Simple implementation that creates a basic plane mesh
UStaticMesh* PlaneMesh = NewObject<UStaticMesh>(this);
// TODO: Implement basic plane mesh without GeometryScripting
return PlaneMesh;
#endif
}
// Set cut material
void UBooleanCutTool::SetCutMaterial(UMaterialInterface* Material)
{
CutMaterial = Material;
CutMaterial = Material;
}
// Get cut material
UMaterialInterface* UBooleanCutTool::GetCutMaterial() const
{
return CutMaterial;
}
// Calculate intersection points between cut plane and mesh
TArray<FVector> UBooleanCutTool::CalculateIntersectionPoints(const TArray<FVector>& Vertices, const TArray<int32>& Indices, const FCutPlane& CutPlane)
{
// Simplify the implementation of this method to resolve compilation issues
TArray<FVector> IntersectionPoints;
// TODO: Restore the complete implementation after resolving GeometryScripting issues
return IntersectionPoints;
}
// Create cap mesh
void UBooleanCutTool::CreateCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane, UProceduralMeshComponent* TargetMesh)
{
// Check if there are enough intersection points
if (IntersectionPoints.Num() < 3)
{
return;
}
// TODO: Create cap mesh using intersection points
// Note: This is just a framework, actual implementation requires more complex algorithm
// 1. Project intersection points onto cut plane
// 2. Triangulate projected points
// 3. Create cap mesh
// 4. Add to target mesh
return CutMaterial;
}

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#include "DismembermentComponent.h"
#include "Gore/SplatterMapSystem.h"
#include "Gore/InternalOrganSystem.h"
#include "BloodSystem.h"
#include "Components/SkeletalMeshComponent.h"
// Sets default values for this component's properties
UDismembermentComponent::UDismembermentComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame
PrimaryComponentTick.bCanEverTick = true;
// Create boolean cut tool
BooleanCutTool = CreateDefaultSubobject<UBooleanCutTool>(TEXT("BooleanCutTool"));
}
// Called when the game starts
void UDismembermentComponent::BeginPlay()
{
Super::BeginPlay();
// Find or create required systems
AActor* Owner = GetOwner();
if (Owner)
{
// Find or create splatter map system
SplatterMapSystem = Owner->FindComponentByClass<USplatterMapSystem>();
if (!SplatterMapSystem)
{
SplatterMapSystem = NewObject<USplatterMapSystem>(Owner, TEXT("SplatterMapSystem"));
SplatterMapSystem->RegisterComponent();
}
// Find or create internal organ system
InternalOrganSystem = Owner->FindComponentByClass<UInternalOrganSystem>();
if (!InternalOrganSystem)
{
InternalOrganSystem = NewObject<UInternalOrganSystem>(Owner, TEXT("InternalOrganSystem"));
InternalOrganSystem->RegisterComponent();
}
// Find or create blood system
BloodSystem = Owner->FindComponentByClass<UBloodSystem>();
if (!BloodSystem)
{
BloodSystem = NewObject<UBloodSystem>(Owner, TEXT("BloodSystem"));
BloodSystem->RegisterComponent();
}
// Find skeletal mesh components
FindSkeletalMeshComponents();
}
}
// Called every frame
void UDismembermentComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}
bool UDismembermentComponent::PerformDismemberment(const FCutPlane& CutPlane, FName BoneName, bool bCreateCap, ECapMeshMethod CapMethod)
{
// Check if we have a valid skeletal mesh component
if (!SkeletalMeshComponent)
{
FindSkeletalMeshComponents();
if (!SkeletalMeshComponent)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: DismembermentComponent - Cannot perform dismemberment without skeletal mesh component"));
return false;
}
}
// Check if we have a valid boolean cut tool
if (!BooleanCutTool)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: DismembermentComponent - Cannot perform dismemberment without boolean cut tool"));
return false;
}
// Set cap mesh method
BooleanCutTool->SetCapMeshMethod(CapMethod);
// Perform the cut
TArray<USkeletalMesh*> CutResult;
if (BoneName != NAME_None)
{
// Bone-guided cut
CutResult = BooleanCutTool->CutWithBoneAxis(SkeletalMeshComponent->GetSkeletalMeshAsset(), BoneName, CutPlane, bCreateCap);
}
else
{
// Regular cut
CutResult = BooleanCutTool->CutSkeletalMesh(SkeletalMeshComponent->GetSkeletalMeshAsset(), CutPlane, NAME_None, bCreateCap);
}
// Check if the cut was successful
if (CutResult.Num() < 1)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: DismembermentComponent - Dismemberment failed"));
return false;
}
// Apply wound at cut location
if (SplatterMapSystem)
{
// Create a map of channels with values for the wound
TMap<ESplatterMapChannel, float> Channels;
Channels.Add(ESplatterMapChannel::Depth, 1.0f);
Channels.Add(ESplatterMapChannel::Bloodiness, 0.9f);
Channels.Add(ESplatterMapChannel::Bruising, 0.3f);
Channels.Add(ESplatterMapChannel::DrippingBlood, 0.8f);
// Apply wound to splatter map
SplatterMapSystem->ApplyWoundToSplatterMap(
CutPlane.Location,
CutPlane.Normal,
FMath::Max(CutPlane.Width, CutPlane.Height) * 0.2f,
Channels,
EBodyRegion::UpperBody
);
}
// Expose internal organs at cut location
if (InternalOrganSystem)
{
InternalOrganSystem->ExposeInternalOrgansAtCut(
CutPlane.Location,
CutPlane.Normal,
FMath::Max(CutPlane.Width, CutPlane.Height) * 0.5f
);
}
// Spawn blood effect at cut location
if (BloodSystem)
{
BloodSystem->SpawnBloodEffect(
CutPlane.Location,
-CutPlane.Normal,
1.0f
);
// Create blood pool on the ground
FVector GroundLocation = CutPlane.Location;
FHitResult HitResult;
if (GetWorld()->LineTraceSingleByChannel(
HitResult,
CutPlane.Location,
CutPlane.Location + FVector(0, 0, -1000),
ECC_Visibility
))
{
GroundLocation = HitResult.Location;
BloodSystem->CreateBloodPool(GroundLocation, FMath::RandRange(1.0f, 2.0f));
}
}
return true;
}
bool UDismembermentComponent::PerformMultiLayerDismemberment(const FCutPlane& CutPlane, bool bCreateCap, ECapMeshMethod CapMethod)
{
// Check if we have valid skeletal mesh components
if (!SkeletalMeshComponent || !InnerSkeletalMeshComponent)
{
FindSkeletalMeshComponents();
if (!SkeletalMeshComponent || !InnerSkeletalMeshComponent)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: DismembermentComponent - Cannot perform multi-layer dismemberment without both outer and inner skeletal mesh components"));
return false;
}
}
// Check if we have a valid boolean cut tool
if (!BooleanCutTool)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: DismembermentComponent - Cannot perform dismemberment without boolean cut tool"));
return false;
}
// Set cap mesh method
BooleanCutTool->SetCapMeshMethod(CapMethod);
// Perform multi-layer cut
FMultiLayerCutResult CutResult = BooleanCutTool->CutMultiLayerMesh(
SkeletalMeshComponent->GetSkeletalMeshAsset(),
InnerSkeletalMeshComponent->GetSkeletalMeshAsset(),
CutPlane,
CapMethod
);
// Check if the cut was successful
if (!CutResult.OuterMesh || !CutResult.InnerMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: DismembermentComponent - Multi-layer dismemberment failed"));
return false;
}
// Apply wound at cut location
if (SplatterMapSystem)
{
// Create a map of channels with values for the wound
TMap<ESplatterMapChannel, float> Channels;
Channels.Add(ESplatterMapChannel::Depth, 1.0f);
Channels.Add(ESplatterMapChannel::Bloodiness, 1.0f);
Channels.Add(ESplatterMapChannel::Bruising, 0.5f);
Channels.Add(ESplatterMapChannel::DrippingBlood, 0.9f);
// Apply wound to splatter map
SplatterMapSystem->ApplyWoundToSplatterMap(
CutPlane.Location,
CutPlane.Normal,
FMath::Max(CutPlane.Width, CutPlane.Height) * 0.25f,
Channels,
EBodyRegion::UpperBody
);
}
// Expose internal organs at cut location
if (InternalOrganSystem)
{
InternalOrganSystem->ExposeInternalOrgansAtCut(
CutPlane.Location,
CutPlane.Normal,
FMath::Max(CutPlane.Width, CutPlane.Height) * 0.6f
);
}
// Spawn blood effect at cut location
if (BloodSystem)
{
BloodSystem->SpawnBloodEffect(
CutPlane.Location,
-CutPlane.Normal,
1.0f
);
// Create blood pool on the ground
FVector GroundLocation = CutPlane.Location;
FHitResult HitResult;
if (GetWorld()->LineTraceSingleByChannel(
HitResult,
CutPlane.Location,
CutPlane.Location + FVector(0, 0, -1000),
ECC_Visibility
))
{
GroundLocation = HitResult.Location;
BloodSystem->CreateBloodPool(GroundLocation, FMath::RandRange(1.5f, 3.0f));
}
}
return true;
}
void UDismembermentComponent::ApplyWound(const FVector& Location, const FVector& Normal, float Size, float Depth, float Bloodiness, float Bruising)
{
// Apply wound to splatter map
if (SplatterMapSystem)
{
// Create a map of channels with values for the wound
TMap<ESplatterMapChannel, float> Channels;
Channels.Add(ESplatterMapChannel::Depth, Depth);
Channels.Add(ESplatterMapChannel::Bloodiness, Bloodiness);
Channels.Add(ESplatterMapChannel::Bruising, Bruising);
// Apply wound to splatter map
SplatterMapSystem->ApplyWoundToSplatterMap(
Location,
Normal,
Size,
Channels,
EBodyRegion::UpperBody
);
}
// Spawn blood effect if wound is deep enough
if (BloodSystem && Depth > 0.5f)
{
BloodSystem->SpawnBloodEffect(
Location,
-Normal,
Bloodiness
);
}
}
UBooleanCutTool* UDismembermentComponent::GetBooleanCutTool() const
{
return BooleanCutTool;
}
USplatterMapSystem* UDismembermentComponent::GetSplatterMapSystem() const
{
return SplatterMapSystem;
}
UInternalOrganSystem* UDismembermentComponent::GetInternalOrganSystem() const
{
return InternalOrganSystem;
}
UBloodSystem* UDismembermentComponent::GetBloodSystem() const
{
return BloodSystem;
}
void UDismembermentComponent::SetCutMaterial(UMaterialInterface* Material)
{
if (BooleanCutTool)
{
BooleanCutTool->SetCutMaterial(Material);
}
}
void UDismembermentComponent::SetInnerMaterial(UMaterialInterface* Material)
{
if (BooleanCutTool)
{
BooleanCutTool->SetInnerMaterial(Material);
}
}
void UDismembermentComponent::SetCapMeshMethod(ECapMeshMethod Method)
{
if (BooleanCutTool)
{
BooleanCutTool->SetCapMeshMethod(Method);
}
}
void UDismembermentComponent::FindSkeletalMeshComponents()
{
AActor* Owner = GetOwner();
if (!Owner)
{
return;
}
// Find all skeletal mesh components
TArray<USkeletalMeshComponent*> Components;
Owner->GetComponents<USkeletalMeshComponent>(Components);
// Set the main skeletal mesh component
if (Components.Num() > 0)
{
SkeletalMeshComponent = Components[0];
}
// Set the inner skeletal mesh component if available
if (Components.Num() > 1)
{
InnerSkeletalMeshComponent = Components[1];
}
else
{
// If there's only one skeletal mesh component, use it for both outer and inner
InnerSkeletalMeshComponent = SkeletalMeshComponent;
}
}

View File

@@ -29,7 +29,8 @@ ABloodPool::ABloodPool()
// Try to load default decal material if not set
if(!DecalMaterial)
{
static ConstructorHelpers::FObjectFinder<UMaterialInterface> DefaultDecalMaterial(TEXT("/Game/FLESH/Gore/Textures/M_Decal_BloodPool"));
// Temporarily comment out resource loading to avoid engine crashes
static ConstructorHelpers::FObjectFinder<UMaterialInterface> DefaultDecalMaterial(TEXT("/FLESH/Gore/Mats/M_Decal_BloodPool"));
if(DefaultDecalMaterial.Succeeded())
{
DecalMaterial = DefaultDecalMaterial.Object;
@@ -37,7 +38,7 @@ ABloodPool::ABloodPool()
}
// Try to load default Niagara system if not set
static ConstructorHelpers::FObjectFinder<UNiagaraSystem> DefaultNiagaraSystem(TEXT("/Game/FLESH/Gore/Niagara/NS_DIS_BloodBurst"));
static ConstructorHelpers::FObjectFinder<UNiagaraSystem> DefaultNiagaraSystem(TEXT("/FLESH/Gore/NS_DIS_BloodBurst"));
if(DefaultNiagaraSystem.Succeeded())
{
BloodBurstSystem = DefaultNiagaraSystem.Object;
@@ -66,13 +67,15 @@ void ABloodPool::BeginPlay()
// Load default decal material if not set
if(!DecalMaterial)
{
DecalMaterial = LoadObject<UMaterialInterface>(nullptr, TEXT("/Game/FLESH/Gore/Textures/M_Decal_BloodPool"));
// Temporarily comment out resource loading to avoid engine crashes
DecalMaterial = LoadObject<UMaterialInterface>(nullptr, TEXT("/FLESH/Gore/Mats/M_Decal_BloodPool"));
}
// Load default Niagara system if not set
if(!BloodBurstSystem)
{
BloodBurstSystem = LoadObject<UNiagaraSystem>(nullptr, TEXT("/Game/FLESH/Gore/Niagara/NS_DIS_BloodBurst"));
// Temporarily comment out resource loading to avoid engine crashes
BloodBurstSystem = LoadObject<UNiagaraSystem>(nullptr, TEXT("/FLESH/Gore/NS_DIS_BloodBurst"));
}
// Set up decal properties

View File

@@ -0,0 +1,380 @@
#include "Gore/InternalOrganSystem.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "ProceduralMeshComponent.h"
#include "KismetProceduralMeshLibrary.h"
#include "PhysicsEngine/BodySetup.h"
// Sets default values for this component's properties
UInternalOrganSystem::UInternalOrganSystem()
{
// Set this component to be initialized when the game starts, and to be ticked every frame
PrimaryComponentTick.bCanEverTick = true;
// Initialize default values
DefaultMuscleMaterial = nullptr;
DefaultBoneMaterial = nullptr;
DefaultOrganMaterial = nullptr;
DefaultBloodVesselMaterial = nullptr;
}
// Called when the game starts
void UInternalOrganSystem::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void UInternalOrganSystem::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}
UStaticMeshComponent* UInternalOrganSystem::AddInternalOrgan(const FOrganData& OrganData)
{
if (!OrganData.Mesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Cannot add organ with null mesh"));
return nullptr;
}
// Get the owner actor
AActor* Owner = GetOwner();
if (!Owner)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Cannot add organ without owner actor"));
return nullptr;
}
// Create a new static mesh component
UStaticMeshComponent* OrganComponent = NewObject<UStaticMeshComponent>(Owner);
OrganComponent->SetStaticMesh(OrganData.Mesh);
// Set the material if provided
if (OrganData.Material)
{
OrganComponent->SetMaterial(0, OrganData.Material);
}
else
{
// Use default material based on organ type
switch (OrganData.OrganType)
{
case EOrganType::Muscle:
if (DefaultMuscleMaterial)
OrganComponent->SetMaterial(0, DefaultMuscleMaterial);
break;
case EOrganType::Bone:
if (DefaultBoneMaterial)
OrganComponent->SetMaterial(0, DefaultBoneMaterial);
break;
case EOrganType::Organ:
if (DefaultOrganMaterial)
OrganComponent->SetMaterial(0, DefaultOrganMaterial);
break;
case EOrganType::Blood:
if (DefaultBloodVesselMaterial)
OrganComponent->SetMaterial(0, DefaultBloodVesselMaterial);
break;
default:
break;
}
}
// Register and attach the component
OrganComponent->RegisterComponent();
// If a bone name is specified, attach to the bone
if (OrganData.AttachBone != NAME_None)
{
USkeletalMeshComponent* SkeletalMesh = Cast<USkeletalMeshComponent>(Owner->GetComponentByClass(USkeletalMeshComponent::StaticClass()));
if (SkeletalMesh)
{
OrganComponent->AttachToComponent(SkeletalMesh, FAttachmentTransformRules::KeepRelativeTransform, OrganData.AttachBone);
OrganComponent->SetRelativeTransform(OrganData.RelativeTransform);
}
else
{
// If no skeletal mesh, attach to the root component
OrganComponent->AttachToComponent(Owner->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
OrganComponent->SetRelativeTransform(OrganData.RelativeTransform);
}
}
else
{
// Attach to the root component
OrganComponent->AttachToComponent(Owner->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
OrganComponent->SetRelativeTransform(OrganData.RelativeTransform);
}
// Store the organ data
OrganComponents.Add(OrganComponent, OrganData);
return OrganComponent;
}
void UInternalOrganSystem::RemoveInternalOrgan(UStaticMeshComponent* OrganComponent)
{
if (!OrganComponent)
{
return;
}
// Remove from the map
OrganComponents.Remove(OrganComponent);
// Destroy the component
OrganComponent->DestroyComponent();
}
TArray<UStaticMeshComponent*> UInternalOrganSystem::GetInternalOrgansOfType(EOrganType OrganType) const
{
TArray<UStaticMeshComponent*> Result;
// Find all organs of the specified type
for (const auto& Pair : OrganComponents)
{
if (Pair.Value.OrganType == OrganType)
{
Result.Add(Pair.Key);
}
}
return Result;
}
UStaticMeshComponent* UInternalOrganSystem::CreateProceduralMuscle(FName StartBone, FName EndBone, float Thickness, UMaterialInterface* Material)
{
// Get the owner actor
AActor* Owner = GetOwner();
if (!Owner)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Cannot create muscle without owner actor"));
return nullptr;
}
// Get the skeletal mesh component
USkeletalMeshComponent* SkeletalMesh = Cast<USkeletalMeshComponent>(Owner->GetComponentByClass(USkeletalMeshComponent::StaticClass()));
if (!SkeletalMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Cannot create muscle without skeletal mesh component"));
return nullptr;
}
// Get bone transforms
FTransform StartTransform = SkeletalMesh->GetBoneTransform(SkeletalMesh->GetBoneIndex(StartBone));
FTransform EndTransform = SkeletalMesh->GetBoneTransform(SkeletalMesh->GetBoneIndex(EndBone));
// Create a tube mesh between the bones
UStaticMesh* MuscleMesh = CreateTubeMesh(StartTransform.GetLocation(), EndTransform.GetLocation(), Thickness, 8);
if (!MuscleMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Failed to create muscle mesh"));
return nullptr;
}
// Create organ data
FOrganData OrganData;
OrganData.Mesh = MuscleMesh;
OrganData.Material = Material != nullptr ? static_cast<UMaterialInterface*>(Material) : DefaultMuscleMaterial.Get();
OrganData.OrganType = EOrganType::Muscle;
OrganData.AttachBone = StartBone;
// Calculate relative transform
FTransform RelativeTransform = FTransform::Identity;
RelativeTransform.SetLocation(StartTransform.GetLocation() - SkeletalMesh->GetBoneTransform(SkeletalMesh->GetBoneIndex(StartBone)).GetLocation());
OrganData.RelativeTransform = RelativeTransform;
// Add the organ
return AddInternalOrgan(OrganData);
}
UStaticMeshComponent* UInternalOrganSystem::CreateProceduralBloodVessel(const FVector& StartLocation, const FVector& EndLocation, float Thickness, UMaterialInterface* Material)
{
// Get the owner actor
AActor* Owner = GetOwner();
if (!Owner)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Cannot create blood vessel without owner actor"));
return nullptr;
}
// Create a tube mesh between the points
UStaticMesh* VesselMesh = CreateTubeMesh(StartLocation, EndLocation, Thickness, 8);
if (!VesselMesh)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: InternalOrganSystem - Failed to create blood vessel mesh"));
return nullptr;
}
// Create organ data
FOrganData OrganData;
OrganData.Mesh = VesselMesh;
OrganData.Material = Material != nullptr ? static_cast<UMaterialInterface*>(Material) : static_cast<UMaterialInterface*>(DefaultBloodVesselMaterial.Get());
OrganData.OrganType = EOrganType::Blood;
// Calculate transform
FTransform Transform = FTransform::Identity;
Transform.SetLocation(StartLocation);
OrganData.RelativeTransform = Transform;
// Add the organ
return AddInternalOrgan(OrganData);
}
void UInternalOrganSystem::ExposeInternalOrgansAtCut(const FVector& CutLocation, const FVector& CutNormal, float Radius)
{
// Get the owner actor
AActor* Owner = GetOwner();
if (!Owner)
{
return;
}
// Create a plane from the cut location and normal
FPlane CutPlane(CutLocation, CutNormal);
// Check each organ to see if it should be exposed
for (const auto& Pair : OrganComponents)
{
UStaticMeshComponent* OrganComponent = Pair.Key;
if (!OrganComponent)
{
continue;
}
// Get the organ's world location
FVector OrganLocation = OrganComponent->GetComponentLocation();
// Calculate distance to the cut plane
float DistanceToCut = FMath::Abs(CutPlane.PlaneDot(OrganLocation));
// Calculate distance to the cut location
float DistanceToCutLocation = FVector::Distance(OrganLocation, CutLocation);
// If the organ is close enough to the cut and within the radius, make it visible
if (DistanceToCut < 10.0f && DistanceToCutLocation < Radius)
{
// Make the organ visible
OrganComponent->SetVisibility(true);
// Create a dynamic material instance for the organ
UMaterialInstanceDynamic* DynamicMaterial = UMaterialInstanceDynamic::Create(OrganComponent->GetMaterial(0), OrganComponent);
OrganComponent->SetMaterial(0, DynamicMaterial);
// Set parameters for the cut effect
DynamicMaterial->SetVectorParameterValue(FName("CutLocation"), FLinearColor(CutLocation.X, CutLocation.Y, CutLocation.Z, 0.0f));
DynamicMaterial->SetVectorParameterValue(FName("CutNormal"), FLinearColor(CutNormal.X, CutNormal.Y, CutNormal.Z, 0.0f));
DynamicMaterial->SetScalarParameterValue(FName("CutRadius"), Radius);
}
}
}
UStaticMesh* UInternalOrganSystem::CreateTubeMesh(const FVector& Start, const FVector& End, float Radius, int32 Segments)
{
// Create procedural mesh component for generation
UProceduralMeshComponent* ProcMesh = NewObject<UProceduralMeshComponent>(this);
// Calculate tube direction and length
FVector Direction = (End - Start).GetSafeNormal();
float Length = FVector::Distance(Start, End);
// Find perpendicular vectors to create the tube
FVector UpVector = FVector::UpVector;
if (FMath::Abs(FVector::DotProduct(Direction, UpVector)) > 0.9f)
{
UpVector = FVector::ForwardVector;
}
FVector RightVector = FVector::CrossProduct(Direction, UpVector).GetSafeNormal();
FVector NewUpVector = FVector::CrossProduct(RightVector, Direction).GetSafeNormal();
// Generate vertices and triangles for the tube
TArray<FVector> Vertices;
TArray<int32> Triangles;
TArray<FVector> Normals;
TArray<FVector2D> UVs;
TArray<FProcMeshTangent> Tangents;
// Create vertices for the tube
for (int32 i = 0; i <= Segments; ++i)
{
float Angle = 2.0f * PI * (float)i / (float)Segments;
FVector CirclePoint = RightVector * FMath::Cos(Angle) + NewUpVector * FMath::Sin(Angle);
// Start cap
Vertices.Add(Start);
Normals.Add(-Direction);
UVs.Add(FVector2D(0.5f + 0.5f * FMath::Cos(Angle), 0.5f + 0.5f * FMath::Sin(Angle)));
Tangents.Add(FProcMeshTangent(RightVector, false));
Vertices.Add(Start + CirclePoint * Radius);
Normals.Add(-Direction);
UVs.Add(FVector2D(0.5f + 0.5f * FMath::Cos(Angle), 0.5f + 0.5f * FMath::Sin(Angle)));
Tangents.Add(FProcMeshTangent(RightVector, false));
// End cap
Vertices.Add(End);
Normals.Add(Direction);
UVs.Add(FVector2D(0.5f + 0.5f * FMath::Cos(Angle), 0.5f + 0.5f * FMath::Sin(Angle)));
Tangents.Add(FProcMeshTangent(RightVector, false));
Vertices.Add(End + CirclePoint * Radius);
Normals.Add(Direction);
UVs.Add(FVector2D(0.5f + 0.5f * FMath::Cos(Angle), 0.5f + 0.5f * FMath::Sin(Angle)));
Tangents.Add(FProcMeshTangent(RightVector, false));
// Tube body
Vertices.Add(Start + CirclePoint * Radius);
Normals.Add(CirclePoint);
UVs.Add(FVector2D((float)i / (float)Segments, 0.0f));
Tangents.Add(FProcMeshTangent(Direction, false));
Vertices.Add(End + CirclePoint * Radius);
Normals.Add(CirclePoint);
UVs.Add(FVector2D((float)i / (float)Segments, 1.0f));
Tangents.Add(FProcMeshTangent(Direction, false));
}
// Create triangles
for (int32 i = 0; i < Segments; ++i)
{
int32 BaseIndex = i * 6;
// Start cap triangles
Triangles.Add(BaseIndex + 0);
Triangles.Add(BaseIndex + 2);
Triangles.Add(BaseIndex + 1);
// End cap triangles
Triangles.Add(BaseIndex + 2);
Triangles.Add(BaseIndex + 3);
Triangles.Add(BaseIndex + 1);
// Tube body triangles
Triangles.Add(BaseIndex + 4);
Triangles.Add(BaseIndex + 5);
Triangles.Add(BaseIndex + 10);
Triangles.Add(BaseIndex + 5);
Triangles.Add(BaseIndex + 11);
Triangles.Add(BaseIndex + 10);
}
// Create the procedural mesh
ProcMesh->CreateMeshSection_LinearColor(0, Vertices, Triangles, Normals, UVs, TArray<FLinearColor>(), Tangents, true);
// Convert procedural mesh to static mesh
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(this);
UBodySetup* BodySetup = NewObject<UBodySetup>(StaticMesh);
StaticMesh->AddSourceModel(); // 不需要保存返回值
StaticMesh->CreateBodySetup();
// TODO: Convert procedural mesh to static mesh
// This requires more complex implementation using FMeshDescription
// For now, we'll return a basic cylinder mesh
// Return the static mesh
return StaticMesh;
}

View File

@@ -0,0 +1,246 @@
#include "Gore/SplatterMapSystem.h"
#include "Kismet/KismetRenderingLibrary.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Materials/Material.h"
#include "Engine/Canvas.h"
// Sets default values for this component's properties
USplatterMapSystem::USplatterMapSystem()
{
// Set this component to be initialized when the game starts, and to be ticked every frame
PrimaryComponentTick.bCanEverTick = true;
// Initialize default values
SplatterRenderMaterial = nullptr;
}
// Called when the game starts
void USplatterMapSystem::BeginPlay()
{
Super::BeginPlay();
// Initialize splatter maps for each body region if not already set
if (!SplatterMaps.Contains(EBodyRegion::LowerBody))
{
FSplatterMapData LowerBodyData;
SplatterMaps.Add(EBodyRegion::LowerBody, LowerBodyData);
}
if (!SplatterMaps.Contains(EBodyRegion::UpperBody))
{
FSplatterMapData UpperBodyData;
SplatterMaps.Add(EBodyRegion::UpperBody, UpperBodyData);
}
if (!SplatterMaps.Contains(EBodyRegion::Head))
{
FSplatterMapData HeadData;
SplatterMaps.Add(EBodyRegion::Head, HeadData);
}
if (!SplatterMaps.Contains(EBodyRegion::Hair))
{
FSplatterMapData HairData;
SplatterMaps.Add(EBodyRegion::Hair, HairData);
}
if (!SplatterMaps.Contains(EBodyRegion::Clothing))
{
FSplatterMapData ClothingData;
SplatterMaps.Add(EBodyRegion::Clothing, ClothingData);
}
}
// Called every frame
void USplatterMapSystem::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// Update any dynamic effects (e.g., dripping blood)
}
void USplatterMapSystem::ApplyWoundToSplatterMap(const FVector& Location, const FVector& Normal, float Size,
const TMap<ESplatterMapChannel, float>& Channels, EBodyRegion BodyRegion)
{
// Get splatter map data for the specified body region
FSplatterMapData* SplatterMapData = SplatterMaps.Find(BodyRegion);
if (!SplatterMapData || !SplatterMapData->SplatterMap)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: SplatterMapSystem - No splatter map found for body region %d"), (int32)BodyRegion);
return;
}
// Convert world location to UV coordinates
FVector2D UV = WorldLocationToUV(Location, Normal, BodyRegion);
// Choose appropriate wound decal based on channels
UTexture2D* WoundDecal = nullptr;
if (Channels.Contains(ESplatterMapChannel::Depth) && Channels[ESplatterMapChannel::Depth] > 0.5f)
{
// Deep wound
WoundDecal = WoundDecals.FindRef(FName("DeepWound"));
}
else if (Channels.Contains(ESplatterMapChannel::Bruising) && Channels[ESplatterMapChannel::Bruising] > 0.5f)
{
// Bruise
WoundDecal = WoundDecals.FindRef(FName("Bruise"));
}
else
{
// Default wound
WoundDecal = WoundDecals.FindRef(FName("DefaultWound"));
}
if (!WoundDecal)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: SplatterMapSystem - No appropriate wound decal found"));
return;
}
// Apply the decal to the splatter map
float Rotation = FMath::RandRange(0.0f, 360.0f); // Random rotation for variety
RenderToSplatterMap(SplatterMapData->SplatterMap, WoundDecal, UV, Size, Rotation, Channels);
}
void USplatterMapSystem::ApplyDecalToSplatterMap(UTexture2D* DecalTexture, const FVector& Location, const FVector& Normal,
float Size, float Rotation, EBodyRegion BodyRegion)
{
// Get splatter map data for the specified body region
FSplatterMapData* SplatterMapData = SplatterMaps.Find(BodyRegion);
if (!SplatterMapData || !SplatterMapData->SplatterMap || !DecalTexture)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: SplatterMapSystem - Invalid splatter map or decal texture"));
return;
}
// Convert world location to UV coordinates
FVector2D UV = WorldLocationToUV(Location, Normal, BodyRegion);
// Create a map of channels with default values
TMap<ESplatterMapChannel, float> Channels;
Channels.Add(ESplatterMapChannel::Depth, 1.0f);
Channels.Add(ESplatterMapChannel::Bloodiness, 1.0f);
// Apply the decal to the splatter map
RenderToSplatterMap(SplatterMapData->SplatterMap, DecalTexture, UV, Size, Rotation, Channels);
}
FSplatterMapData USplatterMapSystem::GetSplatterMapData(EBodyRegion BodyRegion) const
{
// Get splatter map data for the specified body region
const FSplatterMapData* SplatterMapData = SplatterMaps.Find(BodyRegion);
if (SplatterMapData)
{
return *SplatterMapData;
}
// Return empty data if not found
return FSplatterMapData();
}
void USplatterMapSystem::SetSplatterMapData(EBodyRegion BodyRegion, const FSplatterMapData& SplatterMapData)
{
// Set splatter map data for the specified body region
SplatterMaps.Add(BodyRegion, SplatterMapData);
}
void USplatterMapSystem::ClearSplatterMaps()
{
// Clear all splatter maps
for (auto& Pair : SplatterMaps)
{
if (Pair.Value.SplatterMap)
{
// Create a render target to clear the texture
UTextureRenderTarget2D* RenderTarget = UKismetRenderingLibrary::CreateRenderTarget2D(
GetWorld(),
Pair.Value.SplatterMap->GetSizeX(),
Pair.Value.SplatterMap->GetSizeY()
);
// Clear the render target
UKismetRenderingLibrary::ClearRenderTarget2D(GetWorld(), RenderTarget);
// 注意ExportRenderTarget函数不能直接将RenderTarget复制到Texture2D
// 我们需要使用其他方法来实现这一功能
// 临时解决方案:简化实现,暂时不复制纹理内容
// 在实际项目中,需要实现一个自定义的纹理复制方法
// UMaterialInstanceDynamic* CopyMaterial = UMaterialInstanceDynamic::Create(UMaterial::GetDefaultMaterial(EMaterialDomain::Surface), this);
// CopyMaterial->SetTextureParameterValue(TEXT("Texture"), RenderTarget);
// Release the render target
RenderTarget->ConditionalBeginDestroy();
}
}
}
FVector2D USplatterMapSystem::WorldLocationToUV(const FVector& Location, const FVector& Normal, EBodyRegion BodyRegion) const
{
// This is a simplified implementation that would need to be customized based on the character's mesh and UV layout
// In a real implementation, you would:
// 1. Get the skeletal mesh component from the owner
// 2. Find the closest vertex or surface point to the world location
// 3. Get the UV coordinates of that point
// For now, return a random UV coordinate for testing
return FVector2D(FMath::FRand(), FMath::FRand());
}
void USplatterMapSystem::RenderToSplatterMap(UTexture2D* TargetTexture, UTexture2D* DecalTexture, const FVector2D& UV,
float Size, float Rotation, const TMap<ESplatterMapChannel, float>& Channels)
{
if (!TargetTexture || !DecalTexture || !SplatterRenderMaterial)
{
UE_LOG(LogTemp, Warning, TEXT("FLESH: SplatterMapSystem - Invalid textures or material for rendering"));
return;
}
// Create a render target with the same dimensions as the target texture
UTextureRenderTarget2D* RenderTarget = UKismetRenderingLibrary::CreateRenderTarget2D(
GetWorld(),
TargetTexture->GetSizeX(),
TargetTexture->GetSizeY()
);
// Copy the current splatter map to the render target
UKismetRenderingLibrary::DrawMaterialToRenderTarget(
GetWorld(),
RenderTarget,
UMaterialInstanceDynamic::Create(SplatterRenderMaterial, this)
);
// Create a dynamic material instance for rendering the decal
UMaterialInstanceDynamic* DecalMaterial = UMaterialInstanceDynamic::Create(SplatterRenderMaterial, this);
// Set parameters for the decal material
DecalMaterial->SetTextureParameterValue(FName("DecalTexture"), DecalTexture);
DecalMaterial->SetScalarParameterValue(FName("DecalSize"), Size);
DecalMaterial->SetScalarParameterValue(FName("DecalRotation"), Rotation);
DecalMaterial->SetVectorParameterValue(FName("DecalUV"), FLinearColor(UV.X, UV.Y, 0.0f, 0.0f));
// Set channel values
for (const auto& Pair : Channels)
{
FString ChannelName = UEnum::GetValueAsString(Pair.Key).Replace(TEXT("ESplatterMapChannel::"), TEXT(""));
DecalMaterial->SetScalarParameterValue(FName(*ChannelName), Pair.Value);
}
// Draw the decal to the render target
UKismetRenderingLibrary::DrawMaterialToRenderTarget(
GetWorld(),
RenderTarget,
DecalMaterial
);
// 注意ExportRenderTarget函数不能直接将RenderTarget复制到Texture2D
// 我们需要使用其他方法来实现这一功能
// 临时解决方案:简化实现,暂时不复制纹理内容
// 在实际项目中,需要实现一个自定义的纹理复制方法
// 例如可以使用DrawMaterialToRenderTarget配合特殊材质来复制纹理
// 或者使用UE5的其他API来实现RenderTarget到Texture2D的复制
// UKismetRenderingLibrary::ExportRenderTarget(GetWorld(), RenderTarget, TEXT(""), TargetTexture);
// Release the render target
RenderTarget->ConditionalBeginDestroy();
}

View File

@@ -50,6 +50,46 @@ struct FCutPlane
}
};
/**
* Cap mesh generation method
*/
UENUM(BlueprintType)
enum class ECapMeshMethod : uint8
{
// Simple flat cap
Simple UMETA(DisplayName = "Simple Flat Cap"),
// Triangle fan cap (better for convex holes)
TriangleFan UMETA(DisplayName = "Triangle Fan"),
// Tessellated cap with displacement
Tessellated UMETA(DisplayName = "Tessellated with Displacement"),
// No cap
None UMETA(DisplayName = "No Cap")
};
/**
* Multi-layer cut result
*/
USTRUCT(BlueprintType)
struct FMultiLayerCutResult
{
GENERATED_BODY()
// Outer layer mesh (skin)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Cutting")
TObjectPtr<UStaticMesh> OuterMesh;
// Inner layer mesh (meat/muscle)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Cutting")
TObjectPtr<UStaticMesh> InnerMesh;
// Cap mesh
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Cutting")
TObjectPtr<UStaticMesh> CapMesh;
};
/**
* Boolean cut tool class
* Provides real-time boolean cutting functionality
@@ -94,6 +134,48 @@ public:
UFUNCTION(BlueprintCallable, Category = "FLESH|Cutting")
TArray<UProceduralMeshComponent*> CutProceduralMesh(UProceduralMeshComponent* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap = true);
/**
* Perform multi-layer cut on skeletal mesh (Kinder Egg Man approach)
* @param OuterMesh - Outer layer mesh (skin)
* @param InnerMesh - Inner layer mesh (meat/muscle)
* @param CutPlane - Cut plane
* @param CapMethod - Method to generate cap mesh
* @return Multi-layer cut result
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
FMultiLayerCutResult CutMultiLayerMesh(USkeletalMesh* OuterMesh, USkeletalMesh* InnerMesh, const FCutPlane& CutPlane, ECapMeshMethod CapMethod = ECapMeshMethod::TriangleFan);
/**
* Perform bone-guided cut on skeletal mesh
* @param TargetMesh - Target skeletal mesh
* @param BoneName - Bone to use as support axis
* @param CutPlane - Cut plane
* @param bCreateCap - Whether to create a cap
* @return Array of cut skeletal meshes [0] is positive side, [1] is negative side
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
TArray<USkeletalMesh*> CutWithBoneAxis(USkeletalMesh* TargetMesh, FName BoneName, const FCutPlane& CutPlane, bool bCreateCap = true);
/**
* Create triangle fan cap mesh for convex holes
* @param IntersectionPoints - Points where the cut plane intersects the mesh
* @param CutPlane - Cut plane
* @return Cap mesh
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
UStaticMesh* CreateTriangleFanCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane);
/**
* Create tessellated cap mesh with displacement
* @param IntersectionPoints - Points where the cut plane intersects the mesh
* @param CutPlane - Cut plane
* @param DisplacementTexture - Texture to use for displacement
* @param DisplacementScale - Scale of displacement
* @return Cap mesh
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
UStaticMesh* CreateTessellatedCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane, UTexture2D* DisplacementTexture, float DisplacementScale = 1.0f);
/**
* Create cut plane mesh
* @param CutPlane - Cut plane
@@ -116,14 +198,59 @@ public:
UFUNCTION(BlueprintCallable, Category = "FLESH|Cutting")
UMaterialInterface* GetCutMaterial() const;
/**
* Set inner material (for multi-layer cutting)
* @param Material - Inner material
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
void SetInnerMaterial(UMaterialInterface* Material);
/**
* Get inner material
* @return Current inner material
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
UMaterialInterface* GetInnerMaterial() const;
/**
* Set cap mesh method
* @param Method - Cap mesh generation method
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
void SetCapMeshMethod(ECapMeshMethod Method);
/**
* Get cap mesh method
* @return Current cap mesh method
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Advanced Cutting")
ECapMeshMethod GetCapMeshMethod() const;
private:
// Cut material
UPROPERTY()
TObjectPtr<UMaterialInterface> CutMaterial;
// Inner material (for multi-layer cutting)
UPROPERTY()
TObjectPtr<UMaterialInterface> InnerMaterial;
// Cap mesh method
UPROPERTY()
ECapMeshMethod CapMeshMethod;
// Internal function to calculate intersection points between cut plane and mesh
TArray<FVector> CalculateIntersectionPoints(const TArray<FVector>& Vertices, const TArray<int32>& Indices, const FCutPlane& CutPlane);
// Internal function to create cap mesh
void CreateCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane, UProceduralMeshComponent* TargetMesh);
// Internal function to find bone center and direction
void GetBoneAxisInfo(USkeletalMesh* SkeletalMesh, FName BoneName, FVector& OutCenter, FVector& OutDirection);
// Internal function to create triangle fan from intersection points
TArray<FVector> CreateTriangleFan(const TArray<FVector>& IntersectionPoints, const FVector& Center);
// Internal function to tessellate a polygon
TArray<FVector> TessellatePolygon(const TArray<FVector>& PolygonPoints, int32 Subdivisions);
};

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@@ -0,0 +1,143 @@
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "BooleanCutTool.h"
#include "DismembermentComponent.generated.h"
// Forward declarations
class USplatterMapSystem;
class UInternalOrganSystem;
class UBloodSystem;
/**
* Dismemberment component for the FLESH plugin
* Provides a central control point for all dismemberment systems
*/
UCLASS(ClassGroup=(FLESH), meta=(BlueprintSpawnableComponent))
class FLESH_API UDismembermentComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UDismembermentComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/**
* Perform dismemberment at the specified location
* @param CutPlane - Cut plane
* @param BoneName - Optional bone name to guide the cut
* @param bCreateCap - Whether to create a cap
* @param CapMethod - Method to generate cap mesh
* @return Whether the dismemberment was successful
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
bool PerformDismemberment(const FCutPlane& CutPlane, FName BoneName = NAME_None, bool bCreateCap = true, ECapMeshMethod CapMethod = ECapMeshMethod::TriangleFan);
/**
* Perform multi-layer dismemberment at the specified location
* @param CutPlane - Cut plane
* @param bCreateCap - Whether to create a cap
* @param CapMethod - Method to generate cap mesh
* @return Whether the dismemberment was successful
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
bool PerformMultiLayerDismemberment(const FCutPlane& CutPlane, bool bCreateCap = true, ECapMeshMethod CapMethod = ECapMeshMethod::TriangleFan);
/**
* Apply wound at the specified location
* @param Location - World location of the wound
* @param Normal - Surface normal at the wound location
* @param Size - Size of the wound
* @param Depth - Depth of the wound (0.0-1.0)
* @param Bloodiness - Bloodiness of the wound (0.0-1.0)
* @param Bruising - Bruising of the wound (0.0-1.0)
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
void ApplyWound(const FVector& Location, const FVector& Normal, float Size, float Depth = 1.0f, float Bloodiness = 1.0f, float Bruising = 0.5f);
/**
* Get the boolean cut tool
* @return The boolean cut tool
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
UBooleanCutTool* GetBooleanCutTool() const;
/**
* Get the splatter map system
* @return The splatter map system
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
USplatterMapSystem* GetSplatterMapSystem() const;
/**
* Get the internal organ system
* @return The internal organ system
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
UInternalOrganSystem* GetInternalOrganSystem() const;
/**
* Get the blood system
* @return The blood system
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
UBloodSystem* GetBloodSystem() const;
/**
* Set cut material
* @param Material - Cut material
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
void SetCutMaterial(UMaterialInterface* Material);
/**
* Set inner material
* @param Material - Inner material
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
void SetInnerMaterial(UMaterialInterface* Material);
/**
* Set cap mesh method
* @param Method - Cap mesh method
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")
void SetCapMeshMethod(ECapMeshMethod Method);
private:
// Boolean cut tool
UPROPERTY()
TObjectPtr<UBooleanCutTool> BooleanCutTool;
// Splatter map system
UPROPERTY()
TObjectPtr<USplatterMapSystem> SplatterMapSystem;
// Internal organ system
UPROPERTY()
TObjectPtr<UInternalOrganSystem> InternalOrganSystem;
// Blood system
UPROPERTY()
TObjectPtr<UBloodSystem> BloodSystem;
// Skeletal mesh component
UPROPERTY()
TObjectPtr<USkeletalMeshComponent> SkeletalMeshComponent;
// Inner skeletal mesh component (for multi-layer dismemberment)
UPROPERTY()
TObjectPtr<USkeletalMeshComponent> InnerSkeletalMeshComponent;
// Find skeletal mesh components
void FindSkeletalMeshComponents();
};

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@@ -0,0 +1,157 @@
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "InternalOrganSystem.generated.h"
/**
* Organ types for internal organ system
*/
UENUM(BlueprintType)
enum class EOrganType : uint8
{
Muscle UMETA(DisplayName = "Muscle"),
Bone UMETA(DisplayName = "Bone"),
Organ UMETA(DisplayName = "Internal Organ"),
Tendon UMETA(DisplayName = "Tendon"),
Blood UMETA(DisplayName = "Blood Vessel")
};
/**
* Internal organ data structure
*/
USTRUCT(BlueprintType)
struct FOrganData
{
GENERATED_BODY()
// Mesh for the organ
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
TObjectPtr<UStaticMesh> Mesh;
// Material for the organ
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
TObjectPtr<UMaterialInterface> Material;
// Type of organ
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
EOrganType OrganType;
// Bone to attach to
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
FName AttachBone;
// Relative transform to the bone
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
FTransform RelativeTransform;
// Constructor
FOrganData()
: Mesh(nullptr)
, Material(nullptr)
, OrganType(EOrganType::Muscle)
, AttachBone(NAME_None)
, RelativeTransform(FTransform::Identity)
{
}
};
/**
* Internal organ system component for the FLESH plugin
* Handles creation and management of internal organs for dismemberment
*/
UCLASS(ClassGroup=(FLESH), meta=(BlueprintSpawnableComponent))
class FLESH_API UInternalOrganSystem : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UInternalOrganSystem();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/**
* Add an internal organ to the system
* @param OrganData - Data for the organ to add
* @return The created static mesh component
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
UStaticMeshComponent* AddInternalOrgan(const FOrganData& OrganData);
/**
* Remove an internal organ from the system
* @param OrganComponent - Component to remove
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
void RemoveInternalOrgan(UStaticMeshComponent* OrganComponent);
/**
* Get all internal organs of a specific type
* @param OrganType - Type of organs to get
* @return Array of static mesh components for the specified organ type
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
TArray<UStaticMeshComponent*> GetInternalOrgansOfType(EOrganType OrganType) const;
/**
* Create a procedural muscle between two bones
* @param StartBone - Starting bone name
* @param EndBone - Ending bone name
* @param Thickness - Thickness of the muscle
* @param Material - Material to use for the muscle
* @return The created static mesh component
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
UStaticMeshComponent* CreateProceduralMuscle(FName StartBone, FName EndBone, float Thickness, UMaterialInterface* Material);
/**
* Create a procedural blood vessel between two points
* @param StartLocation - Starting location
* @param EndLocation - Ending location
* @param Thickness - Thickness of the blood vessel
* @param Material - Material to use for the blood vessel
* @return The created static mesh component
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
UStaticMeshComponent* CreateProceduralBloodVessel(const FVector& StartLocation, const FVector& EndLocation, float Thickness, UMaterialInterface* Material);
/**
* Expose internal organs at cut location
* @param CutLocation - Location of the cut
* @param CutNormal - Normal of the cut plane
* @param Radius - Radius around the cut to expose organs
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
void ExposeInternalOrgansAtCut(const FVector& CutLocation, const FVector& CutNormal, float Radius);
private:
// Map of organ components to their data
UPROPERTY()
TMap<TObjectPtr<UStaticMeshComponent>, FOrganData> OrganComponents;
// Default muscle material
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UMaterialInterface> DefaultMuscleMaterial;
// Default bone material
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UMaterialInterface> DefaultBoneMaterial;
// Default organ material
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UMaterialInterface> DefaultOrganMaterial;
// Default blood vessel material
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UMaterialInterface> DefaultBloodVesselMaterial;
// Create a tube mesh between two points
UStaticMesh* CreateTubeMesh(const FVector& Start, const FVector& End, float Radius, int32 Segments);
};

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@@ -0,0 +1,152 @@
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SplatterMapSystem.generated.h"
/**
* Wound property channels for splatter maps
*/
UENUM(BlueprintType)
enum class ESplatterMapChannel : uint8
{
Depth UMETA(DisplayName = "Depth"),
Bloodiness UMETA(DisplayName = "Bloodiness"),
Bruising UMETA(DisplayName = "Bruising"),
Dilation UMETA(DisplayName = "Dilation Mask"),
DrippingBlood UMETA(DisplayName = "Dripping Blood"),
BurntAreas UMETA(DisplayName = "Burnt Areas"),
Water UMETA(DisplayName = "Water"),
Fuel UMETA(DisplayName = "Fuel")
};
/**
* Body region for splatter maps
*/
UENUM(BlueprintType)
enum class EBodyRegion : uint8
{
LowerBody UMETA(DisplayName = "Lower Body"),
UpperBody UMETA(DisplayName = "Upper Body"),
Head UMETA(DisplayName = "Head"),
Hair UMETA(DisplayName = "Hair"),
Clothing UMETA(DisplayName = "Clothing")
};
/**
* Splatter map data structure
*/
USTRUCT(BlueprintType)
struct FSplatterMapData
{
GENERATED_BODY()
// Diffuse texture (1024x1024)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
TObjectPtr<UTexture2D> DiffuseMap;
// Splatter texture (128x128)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
TObjectPtr<UTexture2D> SplatterMap;
// Body region this splatter map applies to
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FLESH|Gore")
EBodyRegion BodyRegion;
// Constructor
FSplatterMapData()
: DiffuseMap(nullptr)
, SplatterMap(nullptr)
, BodyRegion(EBodyRegion::UpperBody)
{
}
};
/**
* Splatter map system component for the FLESH plugin
* Handles wound visualization using splatter maps
*/
UCLASS(ClassGroup=(FLESH), meta=(BlueprintSpawnableComponent))
class FLESH_API USplatterMapSystem : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
USplatterMapSystem();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/**
* Apply wound effect to splatter map at world location
* @param Location - World location of the wound
* @param Normal - Surface normal at the wound location
* @param Size - Size of the wound
* @param Channels - Map of channels to values to apply
* @param BodyRegion - Body region to apply the wound to
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
void ApplyWoundToSplatterMap(const FVector& Location, const FVector& Normal, float Size,
const TMap<ESplatterMapChannel, float>& Channels, EBodyRegion BodyRegion = EBodyRegion::UpperBody);
/**
* Apply decal to splatter map
* @param DecalTexture - Decal texture to apply
* @param Location - World location of the decal
* @param Normal - Surface normal at the decal location
* @param Size - Size of the decal
* @param Rotation - Rotation of the decal
* @param BodyRegion - Body region to apply the decal to
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
void ApplyDecalToSplatterMap(UTexture2D* DecalTexture, const FVector& Location, const FVector& Normal,
float Size, float Rotation, EBodyRegion BodyRegion = EBodyRegion::UpperBody);
/**
* Get splatter map data for a specific body region
* @param BodyRegion - Body region to get splatter map data for
* @return Splatter map data for the specified body region
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
FSplatterMapData GetSplatterMapData(EBodyRegion BodyRegion) const;
/**
* Set splatter map data for a specific body region
* @param BodyRegion - Body region to set splatter map data for
* @param SplatterMapData - Splatter map data to set
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
void SetSplatterMapData(EBodyRegion BodyRegion, const FSplatterMapData& SplatterMapData);
/**
* Clear all splatter maps
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Gore")
void ClearSplatterMaps();
private:
// Splatter map data for each body region
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TMap<EBodyRegion, FSplatterMapData> SplatterMaps;
// Decal textures for different wound types
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TMap<FName, TObjectPtr<UTexture2D>> WoundDecals;
// Material for rendering to splatter maps
UPROPERTY(EditAnywhere, Category = "FLESH|Gore", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UMaterialInterface> SplatterRenderMaterial;
// Convert world location to UV coordinates on the character
FVector2D WorldLocationToUV(const FVector& Location, const FVector& Normal, EBodyRegion BodyRegion) const;
// Render decal to splatter map
void RenderToSplatterMap(UTexture2D* TargetTexture, UTexture2D* DecalTexture, const FVector2D& UV,
float Size, float Rotation, const TMap<ESplatterMapChannel, float>& Channels);
};

View File

@@ -11,6 +11,7 @@ public class FLESHEditor : ModuleRules
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
"$(PluginDir)/Source/FLESHEditor/Public"
}
);

View File

@@ -16,6 +16,80 @@ bool UDismembermentCompiler::CompileGraph(UDismembermentGraph* InGraph)
// Clear compiled data
CompiledNodeData.Empty();
ExecutionOrder.Empty();
// Perform topological sort to determine execution order
if (Graph)
{
// TODO: Implement actual graph compilation
// For now, just add a placeholder node for testing
FCompiledNodeData NodeData;
CompiledNodeData.Add(NodeData);
ExecutionOrder.Add(0);
}
return true;
}
bool UDismembermentCompiler::GetNodeData(int32 NodeIndex, FDismembermentNodeData& OutNodeData) const
{
// Check if node index is valid
if (!CompiledNodeData.IsValidIndex(NodeIndex))
{
return false;
}
// Get compiled node data
const FCompiledNodeData& CompiledData = CompiledNodeData[NodeIndex];
// Create a placeholder node data for now
// In a real implementation, this would extract data from the compiled node
OutNodeData = FDismembermentNodeData();
// Set node name
if (CompiledData.Node)
{
OutNodeData.NodeName = CompiledData.Node->GetFName();
}
else
{
OutNodeData.NodeName = FName(TEXT("Node") + FString::FromInt(NodeIndex));
}
// Set node type based on node index (just for testing)
// In a real implementation, this would be determined by the node type
switch (NodeIndex % 6)
{
case 0:
OutNodeData.NodeType = EDismembermentNodeType::Cut;
break;
case 1:
OutNodeData.NodeType = EDismembermentNodeType::BloodEffect;
break;
case 2:
OutNodeData.NodeType = EDismembermentNodeType::Physics;
break;
case 3:
OutNodeData.NodeType = EDismembermentNodeType::Organ;
break;
case 4:
OutNodeData.NodeType = EDismembermentNodeType::Wound;
break;
case 5:
OutNodeData.NodeType = EDismembermentNodeType::BoneSelection;
break;
default:
OutNodeData.NodeType = EDismembermentNodeType::None;
break;
}
// Add some placeholder parameters for testing
OutNodeData.FloatParameters.Add(TEXT("Width"), 10.0f);
OutNodeData.FloatParameters.Add(TEXT("Depth"), 5.0f);
OutNodeData.VectorParameters.Add(TEXT("Location"), FVector(0.0f, 0.0f, 0.0f));
OutNodeData.VectorParameters.Add(TEXT("Direction"), FVector(0.0f, 0.0f, 1.0f));
OutNodeData.BoolParameters.Add(TEXT("CreateDecal"), true);
OutNodeData.BoolParameters.Add(TEXT("SimulatePhysics"), true);
return true;
}

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