#include "AnatomicalStructureBrush.h" #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() { // Initialize default values BrushSettings.BrushType = EAnatomicalBrushType::Bone; BrushSettings.BrushSize = 10.0f; 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) { // 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) { // 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 { return BrushSettings; } 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 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 basic framework }