96 lines
2.9 KiB
C++
96 lines
2.9 KiB
C++
#include "DismembermentGraph/DismembermentCompiler.h"
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#include "DismembermentGraph/DismembermentGraph.h"
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UDismembermentCompiler::UDismembermentCompiler()
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{
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// Initialize default values
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}
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bool UDismembermentCompiler::CompileGraph(UDismembermentGraph* InGraph)
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{
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// Implementation will be added in future updates
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// This is a placeholder to resolve link errors
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// Store the graph reference
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Graph = InGraph;
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// Clear compiled data
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CompiledNodeData.Empty();
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ExecutionOrder.Empty();
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// Perform topological sort to determine execution order
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if (Graph)
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{
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// TODO: Implement actual graph compilation
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// For now, just add a placeholder node for testing
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FCompiledNodeData NodeData;
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CompiledNodeData.Add(NodeData);
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ExecutionOrder.Add(0);
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}
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return true;
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}
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bool UDismembermentCompiler::GetNodeData(int32 NodeIndex, FDismembermentNodeData& OutNodeData) const
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{
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// Check if node index is valid
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if (!CompiledNodeData.IsValidIndex(NodeIndex))
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{
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return false;
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}
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// Get compiled node data
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const FCompiledNodeData& CompiledData = CompiledNodeData[NodeIndex];
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// Create a placeholder node data for now
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// In a real implementation, this would extract data from the compiled node
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OutNodeData = FDismembermentNodeData();
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// Set node name
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if (CompiledData.Node)
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{
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OutNodeData.NodeName = CompiledData.Node->GetFName();
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}
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else
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{
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OutNodeData.NodeName = FName(TEXT("Node") + FString::FromInt(NodeIndex));
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}
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// Set node type based on node index (just for testing)
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// In a real implementation, this would be determined by the node type
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switch (NodeIndex % 6)
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{
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case 0:
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OutNodeData.NodeType = EDismembermentNodeType::Cut;
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break;
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case 1:
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OutNodeData.NodeType = EDismembermentNodeType::BloodEffect;
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break;
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case 2:
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OutNodeData.NodeType = EDismembermentNodeType::Physics;
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break;
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case 3:
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OutNodeData.NodeType = EDismembermentNodeType::Organ;
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break;
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case 4:
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OutNodeData.NodeType = EDismembermentNodeType::Wound;
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break;
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case 5:
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OutNodeData.NodeType = EDismembermentNodeType::BoneSelection;
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break;
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default:
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OutNodeData.NodeType = EDismembermentNodeType::None;
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break;
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}
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// Add some placeholder parameters for testing
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OutNodeData.FloatParameters.Add(TEXT("Width"), 10.0f);
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OutNodeData.FloatParameters.Add(TEXT("Depth"), 5.0f);
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OutNodeData.VectorParameters.Add(TEXT("Location"), FVector(0.0f, 0.0f, 0.0f));
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OutNodeData.VectorParameters.Add(TEXT("Direction"), FVector(0.0f, 0.0f, 1.0f));
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OutNodeData.BoolParameters.Add(TEXT("CreateDecal"), true);
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OutNodeData.BoolParameters.Add(TEXT("SimulatePhysics"), true);
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return true;
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}
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