AssetData Struct Reference

#include <c4d_baselist.h>

公共成员函数

  AssetData ( BaseDocument *doc, RootTextureString *rs, ASSETDATA_FLAG flags)
Bool   添加 (const Filename &fn, BaseList2D *bl, Int32 parameterId=-1, Bool netRequestOnDemand=false, Int32 channelIndex=-1, const maxon::CString &nodePath= maxon::GetZeroRef < maxon::CString >(), const maxon::Id &nodeSpace= maxon::GetZeroRef < maxon::Id >())
Bool   Find (const Filename &fn, BaseList2D *bl)

Public Attributes

BaseDocument _doc
RootTextureString *  _rs
ASSETDATA_FLAG   _flags
BaseOverride _override
Int32   _channelId

构造函数 & 析构函数文档编制

◆  AssetData()

AssetData ( BaseDocument doc ,
RootTextureString *  rs ,
ASSETDATA_FLAG   flags  
)

Constructor.

参数
[in] doc The document.
[in] rs Private .
[in] flags The asset data flags: ASSETDATA_FLAG

成员函数文档编制

◆  Add()

Bool 添加 ( const Filename fn ,
BaseList2D bl ,
Int32   parameterId = -1 ,
Bool   netRequestOnDemand = false ,
Int32   channelIndex = -1 ,
const maxon::CString nodePath = maxon::GetZeroRefmaxon::CString >() ,
const maxon::Id nodeSpace = maxon::GetZeroRefmaxon::Id >()  
)

Call this function from MSG_GETALLASSETS to add missing textures or file strings, if you have additional references in a shader.

参数
[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.
注意
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 团队 渲染 asks for all assets to send it to all clients.
In case the message is sent from 团队 渲染 , 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 .
参数
[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.
返回
true if successful, otherwise false .

◆  Find()

Bool Find ( const Filename fn ,
BaseList2D bl  
)

Returns whether a filename has already been added before.

参数
[in] fn The filename to add.
[in] bl The shader containing the filename.
返回
True if it has been added before.

Member Data Documentation

◆  _doc

BaseDocument * _doc

The document.

◆  _rs

RootTextureString* _rs

Private .

◆  _flags

ASSETDATA_FLAG _flags

The asset data flags: ASSETDATA_FLAG .

◆  _override

BaseOverride * _override

Private .

◆  _channelId

Int32 _channelId

Private .