#include <asset_creation.h>
Helper interface for asset creation and drag&drop.
Public Types | |
using | AMEmulationType = decltype(presetargs::AssetSubType)::ValueType |
Static Public Member Functions | |
static MAXON_METHOD Result< Id > | GetNewAssetIdFromIdAndVersion (const String &prefix, const IdAndVersion &idAndVersion) |
static MAXON_METHOD Result< void > | UpdateMetaData (const AssetDescription &asset) |
static MAXON_METHOD Result< void > | UpdateMetaData (BaseDocument *doc, DataDictionary &metaProperties, Bool calcBoundingBox, const Matrix &objectMatrix, const Id &subType) |
static MAXON_METHOD Result< Bool > | SaveBaseDocumentAsAsset (BaseDocument *doc, const Filename &c4dRootPath, Filename &saveFileName, AddAssetDepencendyStruct &addDependencyStruct, ResolveAssetDependenciesStruct &resolveAssets, DataDictionary &metaProperties, Bool calcBoundingBox, const Matrix &objectMatrix, const Id &subType) |
static MAXON_METHOD Result< Tuple< AssetDescription, Bool > > | SaveMemFileAsAssetWithCopyAsset (const Url &depResultUrl, const StoreAssetStruct &storeAssetStruct, const InternedId &subType, const HashSet< AssetDependencyStruct > &dependencies, const String &assetName, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< Tuple< AssetDescription, UpdatableAssetRepositoryRef > > | SaveMemFileAsAsset (const Url &saveFileName, const Id &parentCategory, const InternedId &subType, Bool calculateMetaData, const DataDictionary &metaProperties, const HashSet< AssetDependencyStruct > &dependencies, const BaseArray< Url > &previews, Float animFps, const String &assetName, const HashMap< Id, String > &localizedNames, const HashMap< Id, String > &localizedAnnotations, const AssetMetaData ©MetaData) |
static MAXON_METHOD Result< Tuple< AssetDescription, UpdatableAssetRepositoryRef > > | SaveMemFileAsAssetAlone (const Url &saveFileName, const AssetMetaData ©MetaData) |
static MAXON_METHOD Result< void > | SaveMetaDataForAsset (const AssetDescription &asset, const Id &parentCategory, const InternedId &subType, Bool calculateMetaData, const DataDictionary &metaProperties, const HashSet< AssetDependencyStruct > &dependencies, const BaseArray< Url > &previews, Float animFps, const String &assetName, const HashMap< Id, String > &localizedNames, const HashMap< Id, String > &localizedAnnotations) |
static MAXON_METHOD Result< AssetDescription > | SaveDocumentAsset (BaseDocument *assetDoc, InternedId subType, Id newAssetId, const StoreAssetStruct &storeAssetStruct, const String &assetName, const String &versionString, const Delegate< Result< BaseBitmap * >()> &createPreviewBitmapDelegate, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< Tuple< AssetDescription, Bool > > | SaveTextureAsset (const Url &imageUrl, const String &assetName, const StoreAssetStruct &storeAssetStruct, const HashSet< AssetDependencyStruct > &dependencies, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< void > | GenerateImagePreview (const Url &imageUrl, const ValueReceiver< const Url & > &previews, Int32 previewW, Int32 previewH) |
static MAXON_METHOD Result< void > | GenerateScenePreviewImage (BaseDocument *doc, BaseBitmap *preview, GENERATESCENEPREVIEWIMAGEFLAGS flags, Int32 previewW, Int32 previewH) |
static MAXON_METHOD Result< AssetDescription > | CreateMaterialAsset (BaseDocument *activeDoc, BaseMaterial *mat, const StoreAssetStruct &storeAssetStruct, const Id &assetId, const String &assetName, const String &assetVersion, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< AssetDescription > | CreateObjectAsset (BaseObject *op, BaseDocument *activeDoc, const StoreAssetStruct &storeAssetStruct, const Id &assetId, const String &assetName, const String &assetVersion, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< AssetDescription > | CreateSceneAsset (BaseDocument *activeDoc, const StoreAssetStruct &storeAssetStruct, const Id &assetId, const String &assetName, const String &assetVersion, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< AssetDescription > | SaveActiveDocumentAsNewVersion (BaseDocument *activeDoc, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Result< void > | CreateObjectsOnDrag (BaseDocument *doc, const Url &url, const AssetDescription &asset, const String &filterString, Bool allowPreviewCube, Bool overwriteMatrix, const Matrix &overwriteMatrixMg, Float placementScale, BaseObject *parent=nullptr, BaseObject *prev=nullptr) |
static MAXON_METHOD Result< void > | CreateObjectsOnMultiDrag (BaseDocument *doc, const BaseArray< Tuple< Url, AssetDescription, String >> &assets, Bool allowPreviewCube, Bool overwriteMatrix, const Matrix &overwriteMatrixMg, Float placementScale, BaseObject *parent=nullptr, BaseObject *prev=nullptr) |
static MAXON_METHOD Result< void > | CheckObjectsOnDrop (BaseDocument *doc, const Url &url, const AssetDescription &asset, Float placementScale) |
static MAXON_METHOD Result< BaseArray< BaseMaterial * > > | CreateMaterialsOnDrag (BaseDocument *doc, BaseList2D *objectOrTag, const Url &url, Bool allowMultiple, const Id &subType, Bool noManagerUpdate, Bool startUndo) |
static MAXON_METHOD Result< void > | AddPreviewRenderAsset (const Block< AssetDescription > &assetsToPreviewRender) |
static MAXON_METHOD Result< Bool > | OpenSaveAssetDialog (OPENSAVEASSETDIALOGFLAGS flags, const String &presetTypeName, Id &id, String &name, String &version, const AssetRepositoryRef &lookupRepository, Id &category, AssetRepositoryRef &selectedRepository, Bool &setAsDefault) |
static MAXON_METHOD Result< Url > | RenderDocumentAsset (BaseDocument *renderDoc, const ProgressRef &progressRef, Int progressIndex, Int polygonCount, Int32 previewW, Int32 previewH, GENERATESCENEPREVIEWIMAGEFLAGS flags) |
static MAXON_METHOD Result< ResolveAssetDependenciesStruct::ResolveDelegate > | GetAddDependencyDelegate (const Filename &documentPath, Bool addAssetsIfNotInThisRepository) |
static MAXON_METHOD Bool | GetDefaultSettings (const AssetDescription &asset, Block< const Int32 > &resId, BaseContainer &resData) |
static MAXON_METHOD BaseList2D * | GetDefaultObject (const Block< const Int32 > &id, BaseDocument *doc) |
static MAXON_METHOD BaseList2D * | GetDefaultObject (const AssetDescription &asset) |
static MAXON_METHOD Bool | SetDefaultObject (const Block< const Int32 > &defaultsType, Bool partial, const BaseContainer &bc, Bool setAsDefault, Bool allowMakeDefault) |
static MAXON_METHOD Result< void > | BrowseDescriptionForDefaults (Description &desc, const Delegate< Result< void >(const DescID &key, DescCompareEntry &&value)> &add, Bool isPartial) |
static MAXON_METHOD Result< void > | SaveDefaultPresetFromObject (GeListNode *l, Bool makeDefault, Bool allowMakeDefault=true) |
static MAXON_METHOD Result< AssetDescription > | SaveBrowserPreset (const BasePresetAssetType &assetType, const PresetSaveArgs &sourceData, const String &presetTypeName, const String &presetNameA, Bool showMakeDefault, Bool setAsDefault, Bool allowSceneRepository) |
static MAXON_METHOD Tuple< Bool, Bool > | SupportDefaultPresets (C4DAtomGoal *l) |
static MAXON_METHOD Result< AssetDescription > | SaveDocumentAsset (BaseDocument *assetDoc, InternedId subType, Id newAssetId, const StoreAssetStruct &storeAssetStruct, const String &assetName, const String &versionString, const Delegate< Result< BaseBitmap * >()> &createPreviewBitmapDelegate, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository, ResolveAssetDependenciesStruct &resolveAssets) |
static MAXON_METHOD Result< AssetDescription > | CreateObjectAsset (BaseObject *op, BaseDocument *activeDoc, const StoreAssetStruct &storeAssetStruct, const Id &assetId, const String &assetName, const String &assetVersion, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository, ResolveAssetDependenciesStruct &resolveAssets) |
static MAXON_METHOD Result< AssetDescription > | CreateMaterialAsset (BaseDocument *activeDoc, BaseMaterial *mat, const StoreAssetStruct &storeAssetStruct, const Id &assetId, const String &assetName, const String &assetVersion, const AssetMetaData ©MetaData, Bool addAssetsIfNotInThisRepository, ResolveAssetDependenciesStruct &resolveAssets) |
static MAXON_METHOD BasePresetAssetType | GetDefaultsPresetAssetType (BaseList2D *bl) |
static MAXON_METHOD Result< Id > | JoinDefaultsPresetSubType (const Block< const Int32 > &blIds) |
static MAXON_METHOD Result< void > | SetEmulationDefaultObject (const AMEmulationType &defaultsType, const BasePresetAssetType &assetType, Bool partial, const String &baseAssetName, const DataDictionary &data, Bool setAsDefault, Bool allowMakeDefault) |
static MAXON_METHOD Result< AMEmulationType > | GetEmulationDefaultsPresetType (BaseList2D *bl) |
static MAXON_METHOD Result< Id > | GetJoinedDefaultsPresetSubType (const AtomArray &blList, const BaseArray< Int32 > &defaultsType) |
Private Member Functions | |
MAXON_INTERFACE (AssetCreationInterface, MAXON_REFERENCE_NORMAL, "net.maxon.mvp.assetcreationinterface") | |
using AMEmulationType = decltype(presetargs::AssetSubType)::ValueType |
List of identifiers that define the type of an AMEmulationNode (i.e. what it emulates). Use as a defaults preset type for all AMEmulationNode related presets. See SetDefaultObject for legacy object's type.
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GetNewAssetIdFromIdAndVersion generates a standarized id from the given prefix and IdAndVersion for a new asset.
[in] | prefix | Prefix can be used for the type of the asset. e.g. "file" for file assets. preset for "presets". |
[in] | idAndVersion | IdAndVersion of the asset to be created. |
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UpdateMetaData recalculates the asset metadata. For scene files this might be the number of points, polygons. etc. for images the size, bitdepth etc.
[in] | asset | Asset to be evaluated. |
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UpdateMetaData recalculates the asset metadata. For scene files this might be the number of points, polygons. etc. for images the size, bitdepth etc.
[in] | doc | BaseDocument to evaluate. |
[out] | metaProperties | DataDictionary to store the data. |
[in] | calcBoundingBox | True to calculate the bounding box of the scene. |
[in] | objectMatrix | Optional matrix to add to the object. |
[in] | subType | SubType of the asset, e.g. ASSETMETADATA::SubType_ENUM_Object. |
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SaveBaseDocumentAsAsset stores the given BaseDocument as a new scene to be saved as an asset. Dependencies will be calculated as well.
[in] | doc | BaseDocument to store. |
[in] | c4dRootPath | Root of the document. This path is used to search textures/dependencies. |
[in,out] | saveFileName | Destination path where the BaseDocument will be stored (this can be a memory file). |
[in,out] | addDependencyStruct | AddAssetDepencendyStruct which is triggered on any dependency found. |
[in,out] | resolveAssets | ResolveAssetDependenciesStruct keeps temporary data to resolve dependencies. |
[out] | metaProperties | DataDictionary to store the data. |
[in] | calcBoundingBox | True to calculate the bounding box of the scene. |
[in] | objectMatrix | Optional matrix to add to the object. |
[in] | subType | SubType of the asset, e.g. ASSETMETADATA::SubType_ENUM_Object. |
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SaveMemFileAsAssetWithCopyAsset stores the given url as a asset.
[in] | depResultUrl | Url of the asset to store. |
[in] | storeAssetStruct | see StoreAssetStruct. |
[in] | subType | SubType of the asset, e.g. ASSETMETADATA::SubType_ENUM_Object. |
[in] | dependencies | Dependencies to store with the assets. |
[in] | assetName | User readable name of the asset. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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SaveMemFileAsAsset stores the given url as a asset into a temporary repository.
[in] | saveFileName | Url of the asset to be stored. |
[in] | parentCategory | Parent category in which the asset should be saved. |
[in] | subType | SubType of the asset, e.g. ASSETMETADATA::SubType_ENUM_Object. |
[in] | calculateMetaData | True to automatically calculate meta data when saving. |
[in] | metaProperties | Additional metadata to store. |
[in] | dependencies | Dependencies to store with the asset. |
[in] | previews | Array images of Previews. If you pass more then one image it will be stored as animated mp4 with the given animFps frame rate. |
[in] | animFps | If more than one image was given the preview will be stored as mp4 wih this frame rate. |
[in] | assetName | User readable name of the asset. |
[in] | localizedNames | Optional translated names of the asset in other languages. Id is the languageid from LanguageInterface. |
[in] | localizedAnnotations | Optional translated descriptions of the asset in other languages. Id is the languageid from LanguageInterface. |
[in] | copyMetaData | Metadata to copy. |
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SaveMemFileAsAssetAlone stores the plain file into a temporary repository.
[in] | saveFileName | Url of the asset to be stored. |
[in] | copyMetaData | Optional meta data to copy. |
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SaveMetaDataForAsset stores he given values into the asset description.
[in] | asset | Asset to be modified. |
[in] | parentCategory | Optional value to set the category of the asset. |
[in] | subType | Optional value to set the subType of the asset. |
[in] | calculateMetaData | True to automatically calculate the meta data for known sybTypes. |
[in] | metaProperties | Additional metaData to store. |
[in] | dependencies | Dependencies to store along with the asset. |
[in] | previews | Array images of Previews. If you pass more then one image it will be stored as animated mp4 with the given animFps frame rate. |
[in] | animFps | If more than one image was given the preview will be stored as mp4 wih this frame rate. |
[in] | assetName | User readable name of the asset. |
[in] | localizedNames | Optional translated names of the asset in other languages. Id is the languageid from LanguageInterface. |
[in] | localizedAnnotations | Optional translated descriptions of the asset in other languages. Id is the languageid from LanguageInterface. |
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SaveDocumentAsset stores the given BaseDocument into the given repository.
[in] | assetDoc | BaseDocument to store. |
[in] | subType | Optional value to set the subType of the asset. |
[in] | newAssetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetName | User readable name of the asset. |
[in] | versionString | User readable version string. |
[in] | createPreviewBitmapDelegate | Optional delegate to generate a preview preview bitmap when saving the asset. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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SaveTextureAsset stores the given image as media asset.
[in] | imageUrl | Url of the texture to store. |
[in] | assetName | Human readable asset name. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | dependencies | Optional dependencies to store along with the asset. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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GenerateImagePreview generates a preview image for a given texture.
[in] | imageUrl | Url of the texture. |
[out] | previews | ValueReceiver which receives the preview. |
[in] | previewW | Preview width. |
[in] | previewH | Preview height. |
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GenerateScenePreviewImage generates the preview image of the given BaseDocument
[in] | doc | BaseDocument to preview. |
[out] | preview | BaseBitmap into which the preview should be rendered. |
[in] | flags | see GENERATESCENEPREVIEWIMAGEFLAGS. |
[in] | previewW | Preview width. |
[in] | previewH | Preview height. |
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CreateMaterialAsset creates a material asset from the given BaseMaterial.
[in] | activeDoc | BaseDocument of the material to store. This document will be used to find dependencies. |
[in] | mat | BaseMaterial to store. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | assetName | Human readable name of the asset. |
[in] | assetVersion | Human readable version string. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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CreateObjectAsset description.
[in] | op | BaseObject to store. |
[in] | activeDoc | BaseDocument of the material to store. This document will be used to find dependencies. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | assetName | Human readable name of the asset. |
[in] | assetVersion | Human readable version string. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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CreateSceneAsset description.
[in] | activeDoc | BaseDocument to store. This document will be used to find dependencies. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | assetName | Human readable name of the asset. |
[in] | assetVersion | Human readable version string. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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SaveActiveDocumentAsNewVersion writes the current BaseDocument as new version with asset dialog.
[in] | activeDoc | Basedocument to store. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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CreateObjectsOnDrag helper function to create assets when d&d into a scene/viewport.
[in] | doc | BaseDocument to insert the asset. |
[in] | url | Url of the d&d operation. This is typically an asset url "asset:///..." |
[in] | asset | AssetDescription of the asset. |
[in] | filterString | Filter string of the d&d operation. This allows to switch the search term e.g. sphere / cube on a modeling node. |
[in] | allowPreviewCube | True to indicate that a preview cube should be inserted instead of the real geometry. |
[in] | overwriteMatrix | True to overwrite the overwriteMatrixMg. |
[in] | overwriteMatrixMg | Overwrite the matrix with this value. |
[in] | placementScale | Additional scale factor. |
[in] | parent | Parent object to insert. |
[in] | prev | Previous object to insert. |
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CheckObjectsOnDrop helper function to add objects into the scene from the asset browser. This functions keeps a list of assets and remembers if they were added already.
[in] | doc | BaseDocument to insert the asset. |
[in] | url | Url of the d&d operation. This is typically an asset url "asset:///..." |
[in] | asset | AssetDescription of the asset. |
[in] | placementScale | Additional scale factor. |
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CreateMaterialsOnDrag description.
[in] | doc | BaseDocument to insert the asset. |
[in] | objectOrTag | Drop destination. |
[in] | url | Url of the d&d operation. This is typically an asset url "asset:///..." |
[in] | allowMultiple | True to insert multiple materials at the same time. |
[in] | subType | Subtype of the asset. |
[in] | noManagerUpdate | True to prevent attribute manager updates when activating the new objects. |
[in] | startUndo | True to call doc->StartUndo() and EndUndo(). |
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AddPreviewRenderAsset adds the given assets to the background render queue.
[in] | assetsToPreviewRender | Assets to add to the render queue. |
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OpenSaveAssetDialog opens the save asset dialog.
[in] | flags | see OPENSAVEASSETDIALOGFLAGS. |
[in] | presetTypeName | Asset Type name to create the dialog title. |
[in,out] | id | Id of the asset. |
[in,out] | name | Asset name. |
[in,out] | version | Version string. |
[in] | lookupRepository | Repository to search for assets. |
[in,out] | category | Category in which the asset should be stored. |
[in,out] | selectedRepository | Selected repository where the asset should be stored. |
[in,out] | setAsDefault | True to set the preset as default. |
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RenderDocumentAsset helper function to render a BaseDocument for preview rendering.
[in] | renderDoc | BaseDocument to render. |
[in] | progressRef | progress class. |
[in] | progressIndex | progress index to use. |
[in] | polygonCount | Number of polygons in the scene. If -1 the count will be calculated. If the count == 0 and the scene has one first object the icon of the object is used as preview. |
[in] | previewW | Preview width. |
[in] | previewH | Preview height. |
[in] | flags | see GENERATESCENEPREVIEWIMAGEFLAGS. |
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GetAddDependencyDelegate helepr function to generate the ResolveAssetDependenciesStruct::ResolveDelegate.
[in] | documentPath | Root Path of the document. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
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GetDefaultObject returns a new default object for the given preset type.
[in] | id | Ids of the BaseObject. e.g. Ocube |
[in] | doc | BaseDocument to look for the scene repository. |
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GetDefaultObject returns a new default object for the given preset.
[in] | asset | Asset to load. |
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Creates a new defaults preset asset (AssetTypes::DefaultsPreset). Preset will be applied to the selected object (i.e. values are already on the object, but presets drop down will reflect the new state).
[in] | defaultsType | Identifier of the BaseList2D. e.g. Ocube |
[in] | partial | True to signal that this preset contains only partial settings. |
[in] | bc | BaseContainer with the settings. |
[in] | setAsDefault | True to make this preset the default when creating new objects. |
[in] | allowMakeDefault | True to enable the "Make as default" checkbox in the dialog. |
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BrowseDescriptionForDefaults is a helper function to browse through Descriptions to collect all attributes to be stored in a preset.
[in] | desc | Description to browse. |
[in] | add | delegate which is triggered for each attribute. |
[in] | isPartial | True if this should be a partial preset. In that case DESC_UNIMPORTANTFORDEFAULTS will be ignored. |
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SaveDefaultPresetFromObject stores the default from the given object into the asset browser.
[in] | l | Object to store. |
[in] | makeDefault | True to make it the default. |
[in] | allowMakeDefault | True to enable the "Make as default" checkbox in the dialog. |
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SaveBrowserPreset stores the given data as preset asset.
[in] | assetType | PresetType. |
[in] | sourceData | Data to store. |
[in] | presetTypeName | Present Type name to generate the dialog title for. |
[in] | presetNameA | Name of the Preset. |
[in] | showMakeDefault | True to enable the "Make as default" checkbox in the dialog. |
[in] | setAsDefault | True to make it the default. |
[in] | allowSceneRepository | True to allow to stor the preset into the scene repository. |
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SupportDefaultPresets helper function to find if the given type supports the preset system.
[in] | l | Object to check |
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SaveDocumentAsset stores the given BaseDocument into the given repository.
[in] | assetDoc | BaseDocument to store. |
[in] | subType | Optional value to set the subType of the asset. |
[in] | newAssetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetName | User readable name of the asset. |
[in] | versionString | User readable version string. |
[in] | createPreviewBitmapDelegate | Optional delegate to generate a preview preview bitmap when saving the asset. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
[in,out] | resolveAssets | ResolveAssetDependenciesStruct keeps temporary data to resolve dependencies. |
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CreateObjectAsset description.
[in] | op | BaseObject to store. |
[in] | activeDoc | BaseDocument of the material to store. This document will be used to find dependencies. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | assetName | Human readable name of the asset. |
[in] | assetVersion | Human readable version string. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
[in,out] | resolveAssets | ResolveAssetDependenciesStruct keeps temporary data to resolve dependencies. |
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CreateMaterialAsset creates a material asset from the given BaseMaterial.
[in] | activeDoc | BaseDocument of the material to store. This document will be used to find dependencies. |
[in] | mat | BaseMaterial to store. |
[in] | storeAssetStruct | Settings where to store the asset. |
[in] | assetId | Optional asset Id. If empty the system calculates a new asset id. |
[in] | assetName | Human readable name of the asset. |
[in] | assetVersion | Human readable version string. |
[in] | copyMetaData | Optional meta data to copy from another version. |
[in] | addAssetsIfNotInThisRepository | True to store the asset in the given saveRepository even if it's already in any other repository. False would skip the writing. |
[in,out] | resolveAssets | ResolveAssetDependenciesStruct keeps temporary data to resolve dependencies. |
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Returns the preset asset type for a given object. Result could be either AssetTypes::DefaultsPreset, AssetTypes::NodeDefaultsPreset, or a preset asset type from some other AMEmulationNode wrapped object.
[in] | bl | The node for which to read the asset type. |
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Creates a new defaults preset asset (asset type depends on #defaultsType). Preset will be applied to the selected object (i.e. values are already on the object, but presets drop down will reflect the new state). Supports only XnodeEmulation type objects. For more custom emulation defaults preset implementation, call AssetCreationInterface::SaveBrowserPreset directly.
[in] | defaultsType | Identifiers of the emulation object. Will serve in creation of ASSETMETADATA::SubType. For instance AMEmulationObject identifier at [0] and node identifier at [1] for a GraphNode emulated object. |
[in] | assetType | This is the type of the asset to be saved, see AssetTypes (since multiple kinds of objects can be emulated). |
[in] | partial | True to signal that this preset contains only partial settings. |
[in] | baseAssetName | String that will be suggested as asset name. User can append to it or change it completely on the dialog. |
[in] | data | DataDictionary with the default values to save and apply. |
[in] | setAsDefault | True to make this preset the default when creating new objects. |
[in] | allowMakeDefault | True to enable the "Make as default" checkbox in the dialog. |
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Builds a type identifier array to be used for creating and using emulation defaults presets.
[in] | bl | The AMEmulationNode from which to extract the type. Capsules supported as well, in this case #bl is not of type XnodeEmulation. |
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Builds the joined sub type identifier for the defaults preset appropriate for #blList. Supports classic object use cases and also emulated objects (nodes, capsules, etc.).
[in] | blList | The list of selected objects. |
[in] | defaultsType | Legacy type identifier. For nodes, the identifier should be [XnodeEmulation]. For capsules, the identifier should be an object type derived from [neutron::CAPSULE_BASE_ID]. Will create the proper sub type depending on the source objects (emulated or not). |