#include <c4d_baselist.h>
◆ AssetData()
Constructor.
- Parameters
-
[in] | doc | The document. |
[in] | rs | Private. |
[in] | flags | The asset data flags: ASSETDATA_FLAG |
◆ Add()
Call this function from MSG_GETALLASSETS to add missing textures or file strings, if you have additional references in a shader.
- Parameters
-
[in] | fn | The filename to add. |
[in] | bl | The shader reporting the missing name. |
[in] | parameterId | The ID of the parameter in the BaseContainer the asset is assigned to. |
[in] | netRequestOnDemand | NET request on demand. |
- Note
- When MSG_GETALLASSETS is send around all assets will be collected from a scene. So every node in the scene will be asked if there is an external file.
This happens with Save project or when the Team Render asks for all assets to send it to all clients.
In case the message is sent from Team Render, AssetEntry::_netRequestOnDemand means that the file can be requested from the client to the server when needed or if the client must download this asset before it starts rendering.
For instance, the scene itself is set with false as it must always exist before it starts rendering and for the most standard textures it is set to true.
- Parameters
-
[in] | channelIndex | Private. |
[in] | nodePath | The node path of the port in case of a node material. |
[in] | nodeSpace | The node space in case of a node material. |
- Returns
- true if successful, otherwise false.
◆ Find()
Returns whether a filename has already been added before.
- Parameters
-
[in] | fn | The filename to add. |
[in] | bl | The shader containing the filename. |
- Returns
- True if it has been added before.
◆ _doc
◆ _rs
◆ _flags
◆ _override
◆ _channelId