#include "AnatomicalStructureBrush.h" #include "Engine/SkeletalMesh.h" #include "Engine/StaticMesh.h" #include "Materials/MaterialInterface.h" UAnatomicalStructureBrush::UAnatomicalStructureBrush() { // Initialize default values BrushSettings.BrushType = EAnatomicalBrushType::Bone; BrushSettings.BrushSize = 10.0f; BrushSettings.BrushStrength = 0.5f; BrushSettings.BrushFalloff = 0.5f; BrushSettings.BrushMaterial = nullptr; } void UAnatomicalStructureBrush::Initialize(const FAnatomicalBrushSettings& InSettings) { BrushSettings = InSettings; } 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 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 return false; } void UAnatomicalStructureBrush::SetBrushType(EAnatomicalBrushType BrushType) { BrushSettings.BrushType = BrushType; } void UAnatomicalStructureBrush::SetBrushSize(float Size) { BrushSettings.BrushSize = FMath::Clamp(Size, 0.1f, 100.0f); } void UAnatomicalStructureBrush::SetBrushStrength(float Strength) { BrushSettings.BrushStrength = FMath::Clamp(Strength, 0.0f, 1.0f); } FAnatomicalBrushSettings UAnatomicalStructureBrush::GetBrushSettings() const { return BrushSettings; } UStaticMesh* UAnatomicalStructureBrush::CreateAnatomicalStructure(const FVector& Location, const FVector& Direction, float Size) { // Implementation will be added in future updates // This is a placeholder to resolve link errors return nullptr; } void UAnatomicalStructureBrush::ApplyPhysicsProperties(UStaticMesh* Mesh) { // Implementation will be added in future updates // This is a placeholder to resolve link errors }