Files
FLESH/Source/FLESHEditor/Private/AnatomicalStructureBrush.cpp
2025-04-21 20:08:05 +08:00

190 lines
6.8 KiB
C++

#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
}