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Blender V4.3
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Go to the source code of this file.
Classes | |
| struct | AssetTag |
| User defined tag. Currently only used by assets, could be used more often at some point. Maybe add a custom icon and color to these in future? More... | |
| struct | AssetMetaData |
| The meta-data of an asset. By creating and giving this for a data-block (ID.asset_data), the data-block becomes an asset. More... | |
| struct | AssetLibraryReference |
| struct | AssetWeakReference |
| struct | AssetHandle |
| struct | AssetCatalogPathLink |
Typedefs | |
| typedef struct AssetTag | AssetTag |
| User defined tag. Currently only used by assets, could be used more often at some point. Maybe add a custom icon and color to these in future? | |
| typedef struct AssetMetaData | AssetMetaData |
| The meta-data of an asset. By creating and giving this for a data-block (ID.asset_data), the data-block becomes an asset. | |
| typedef enum eAssetLibraryType | eAssetLibraryType |
| typedef enum eAssetImportMethod | eAssetImportMethod |
| typedef enum eAssetLibrary_Flag | eAssetLibrary_Flag |
| typedef struct AssetLibraryReference | AssetLibraryReference |
| typedef struct AssetWeakReference | AssetWeakReference |
| typedef struct AssetHandle | AssetHandle |
Enumerations | |
| enum | eAssetLibraryType { ASSET_LIBRARY_LOCAL = 1 , ASSET_LIBRARY_ALL = 2 , ASSET_LIBRARY_ESSENTIALS = 3 , ASSET_LIBRARY_CUSTOM = 100 } |
| enum | eAssetImportMethod { ASSET_IMPORT_LINK = 0 , ASSET_IMPORT_APPEND = 1 , ASSET_IMPORT_APPEND_REUSE = 2 } |
| enum | eAssetLibrary_Flag { ASSET_LIBRARY_RELATIVE_PATH = (1 << 0) } |
| typedef struct AssetHandle AssetHandle |
To be replaced by #AssetRepresentation!
Not part of the core design, we should try to get rid of it. Only needed to wrap FileDirEntry into a type with PropertyGroup as base, so we can have an RNA collection of AssetHandle's to pass to the UI.
| typedef struct AssetLibraryReference AssetLibraryReference |
Information to identify an asset library. May be either one of the predefined types (current 'Main', builtin library, project library), or a custom type as defined in the Preferences.
If the type is set to ASSET_LIBRARY_CUSTOM, custom_library_index must be set to identify the custom library. Otherwise it is not used.
| AssetMetaData::AssetMetaData |
The meta-data of an asset. By creating and giving this for a data-block (ID.asset_data), the data-block becomes an asset.
| typedef struct AssetTag AssetTag |
User defined tag. Currently only used by assets, could be used more often at some point. Maybe add a custom icon and color to these in future?
| AssetWeakReference::AssetWeakReference |
Information to refer to an asset (may be stored in files) on a "best effort" basis. It should work well enough for many common cases, but can break. For example when the location of the asset changes, the available asset libraries in the Preferences change, an asset library is renamed, or when a file storing this is opened on a different system (with different Preferences).
It has two main components:
Definition at line 28 of file asset_weak_reference.cc.
| typedef enum eAssetImportMethod eAssetImportMethod |
| typedef enum eAssetLibrary_Flag eAssetLibrary_Flag |
| typedef enum eAssetLibraryType eAssetLibraryType |
| enum eAssetImportMethod |
| Enumerator | |
|---|---|
| ASSET_IMPORT_LINK | Regular data-block linking. |
| ASSET_IMPORT_APPEND | Regular data-block appending (basically linking + "Make Local"). |
| ASSET_IMPORT_APPEND_REUSE | Append data-block with the BLO_LIBLINK_APPEND_LOCAL_ID_REUSE flag enabled. Some typically heavy data dependencies (e.g. the image data-blocks of a material, the mesh of an object) may be reused from an earlier append. |
Definition at line 112 of file DNA_asset_types.h.
| enum eAssetLibrary_Flag |
| Enumerator | |
|---|---|
| ASSET_LIBRARY_RELATIVE_PATH | |
Definition at line 123 of file DNA_asset_types.h.
| enum eAssetLibraryType |
| Enumerator | |
|---|---|
| ASSET_LIBRARY_LOCAL | Display assets from the current session (current "Main"). |
| ASSET_LIBRARY_ALL | |
| ASSET_LIBRARY_ESSENTIALS | Display assets bundled with Blender by default. |
| ASSET_LIBRARY_CUSTOM | Display assets from custom asset libraries, as defined in the preferences (bUserAssetLibrary). The name will be taken from #FileSelectParams.asset_library_ref.idname then. In RNA, we add the index of the custom library to this to identify it by index. So keep this last! |
Definition at line 97 of file DNA_asset_types.h.