190 lines
6.8 KiB
C++
190 lines
6.8 KiB
C++
#include "AnatomicalStructureBrush.h"
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#include "Engine/SkeletalMesh.h"
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#include "Engine/StaticMesh.h"
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#include "Materials/MaterialInterface.h"
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#include "Logging/LogMacros.h"
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#include "Misc/MessageDialog.h"
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// Define log category
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DEFINE_LOG_CATEGORY_STATIC(LogAnatomicalBrush, Log, All);
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UAnatomicalStructureBrush::UAnatomicalStructureBrush()
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{
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// Initialize default values
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BrushSettings.BrushType = EAnatomicalBrushType::Bone;
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BrushSettings.BrushSize = 10.0f;
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BrushSettings.BrushStrength = 0.5f;
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BrushSettings.BrushFalloff = 0.5f;
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BrushSettings.BrushMaterial = nullptr;
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UE_LOG(LogAnatomicalBrush, Log, TEXT("AnatomicalStructureBrush initialized"));
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}
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void UAnatomicalStructureBrush::Initialize(const FAnatomicalBrushSettings& InSettings)
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{
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BrushSettings = InSettings;
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UE_LOG(LogAnatomicalBrush, Log, TEXT("AnatomicalStructureBrush settings updated: Type=%d, Size=%.2f"),
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(int32)BrushSettings.BrushType, BrushSettings.BrushSize);
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}
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bool UAnatomicalStructureBrush::ApplyToSkeletalMesh(USkeletalMesh* TargetMesh, const FVector& Location, const FVector& Direction, FName BoneName)
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{
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// Add error handling
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if (!TargetMesh)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToSkeletalMesh failed: Target mesh is null"));
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return false;
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}
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying to skeletal mesh %s, Location: (%f, %f, %f), Bone: %s"),
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*TargetMesh->GetName(), Location.X, Location.Y, Location.Z, *BoneName.ToString());
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try
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{
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// Implementation will be added in future updates
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// This is a basic framework to resolve link errors
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// Execute different operations based on brush type
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switch (BrushSettings.BrushType)
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{
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case EAnatomicalBrushType::Bone:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying bone brush effect"));
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// Bone brush logic
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break;
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case EAnatomicalBrushType::Muscle:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying muscle brush effect"));
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// Muscle brush logic
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break;
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case EAnatomicalBrushType::Organ:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying organ brush effect"));
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// Organ brush logic
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break;
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case EAnatomicalBrushType::Vessel:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying blood vessel brush effect"));
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// Blood vessel brush logic
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break;
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case EAnatomicalBrushType::Nerve:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying nerve brush effect"));
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// Nerve brush logic
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break;
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case EAnatomicalBrushType::Custom:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying custom brush effect"));
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// Custom brush logic
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break;
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default:
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UE_LOG(LogAnatomicalBrush, Warning, TEXT("Unknown brush type"));
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break;
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}
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return true; // Temporarily return success, should return based on operation result after actual implementation
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}
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catch (const std::exception& e)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToSkeletalMesh exception: %s"), UTF8_TO_TCHAR(e.what()));
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return false;
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}
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catch (...)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToSkeletalMesh unknown exception occurred"));
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return false;
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}
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}
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bool UAnatomicalStructureBrush::ApplyToStaticMesh(UStaticMesh* TargetMesh, const FVector& Location, const FVector& Direction)
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{
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// Add error handling
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if (!TargetMesh)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToStaticMesh failed: Target mesh is null"));
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return false;
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}
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying to static mesh %s, Location: (%f, %f, %f)"),
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*TargetMesh->GetName(), Location.X, Location.Y, Location.Z);
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try
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{
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// Implementation will be added in future updates
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// This is a basic framework to resolve link errors
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// Execute different operations based on brush type
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switch (BrushSettings.BrushType)
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{
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case EAnatomicalBrushType::Bone:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying bone brush effect to static mesh"));
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// Bone brush logic
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break;
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case EAnatomicalBrushType::Muscle:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying muscle brush effect to static mesh"));
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// Muscle brush logic
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break;
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case EAnatomicalBrushType::Organ:
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying organ brush effect to static mesh"));
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// Organ brush logic
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break;
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default:
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UE_LOG(LogAnatomicalBrush, Warning, TEXT("Unknown brush type"));
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break;
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}
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return true; // Temporarily return success, should return based on operation result after actual implementation
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}
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catch (const std::exception& e)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToStaticMesh exception: %s"), UTF8_TO_TCHAR(e.what()));
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return false;
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}
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catch (...)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyToStaticMesh unknown exception occurred"));
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return false;
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}
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}
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void UAnatomicalStructureBrush::SetBrushType(EAnatomicalBrushType BrushType)
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{
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BrushSettings.BrushType = BrushType;
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Brush type set to: %d"), (int32)BrushType);
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}
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void UAnatomicalStructureBrush::SetBrushSize(float Size)
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{
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BrushSettings.BrushSize = FMath::Clamp(Size, 0.1f, 100.0f);
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Brush size set to: %.2f"), BrushSettings.BrushSize);
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}
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void UAnatomicalStructureBrush::SetBrushStrength(float Strength)
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{
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BrushSettings.BrushStrength = FMath::Clamp(Strength, 0.0f, 1.0f);
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Brush strength set to: %.2f"), BrushSettings.BrushStrength);
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}
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FAnatomicalBrushSettings UAnatomicalStructureBrush::GetBrushSettings() const
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{
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return BrushSettings;
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}
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UStaticMesh* UAnatomicalStructureBrush::CreateAnatomicalStructure(const FVector& Location, const FVector& Direction, float Size)
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{
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Creating anatomical structure, Location: (%f, %f, %f), Size: %.2f"),
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Location.X, Location.Y, Location.Z, Size);
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// Implementation will be added in future updates
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// This is a basic framework
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return nullptr;
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}
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void UAnatomicalStructureBrush::ApplyPhysicsProperties(UStaticMesh* Mesh)
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{
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if (!Mesh)
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{
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UE_LOG(LogAnatomicalBrush, Error, TEXT("ApplyPhysicsProperties failed: Mesh is null"));
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return;
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}
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UE_LOG(LogAnatomicalBrush, Log, TEXT("Applying physics properties to mesh %s"), *Mesh->GetName());
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// Implementation will be added in future updates
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// This is a basic framework
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}
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