Files
FLESH/Source/FLESHEditor/Private/DismembermentCompiler.cpp
2025-04-21 08:17:52 +08:00

96 lines
2.9 KiB
C++

#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;
}