#include "DismembermentGraph/DismembermentCompiler.h" #include "DismembermentGraph/DismembermentGraph.h" UDismembermentCompiler::UDismembermentCompiler() { // Initialize default values } bool UDismembermentCompiler::CompileGraph(UDismembermentGraph* InGraph) { // Implementation will be added in future updates // This is a placeholder to resolve link errors // Store the graph reference Graph = 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; }