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HAPI_AssetInfo Struct Reference

#include <HAPI_Common.h>

Public Attributes

HAPI_NodeId nodeId
 
HAPI_NodeId objectNodeId
 
HAPI_Bool hasEverCooked
 
HAPI_StringHandle nameSH
 Instance name (the label + a number). More...
 
HAPI_StringHandle labelSH
 This is what any end user should be shown. More...
 
HAPI_StringHandle filePathSH
 Path to the .otl library file. More...
 
HAPI_StringHandle versionSH
 User-defined asset version. More...
 
HAPI_StringHandle fullOpNameSH
 Full asset name and namespace. More...
 
HAPI_StringHandle helpTextSH
 Asset help marked-up text. More...
 
int objectCount
 See HAPI_Objects. More...
 
int handleCount
 See HAPI_Handles. More...
 
int transformInputCount
 
int geoInputCount
 
int geoOutputCount
 
HAPI_Bool haveObjectsChanged
 
HAPI_Bool haveMaterialsChanged
 

Detailed Description

Definition at line 882 of file HAPI_Common.h.

Member Data Documentation

HAPI_StringHandle HAPI_AssetInfo::filePathSH

Path to the .otl library file.

Definition at line 903 of file HAPI_Common.h.

HAPI_StringHandle HAPI_AssetInfo::fullOpNameSH

Full asset name and namespace.

Definition at line 905 of file HAPI_Common.h.

int HAPI_AssetInfo::geoInputCount

Geometry inputs exposed by the asset. For SOP assets this is the number of geometry inputs on the SOP node itself. OBJ assets will always have zero geometry inputs. See HAPI_AssetInputs.

Definition at line 921 of file HAPI_Common.h.

int HAPI_AssetInfo::geoOutputCount

Geometry outputs exposed by the asset. For SOP assets this is the number of geometry outputs on the SOP node itself. OBJ assets will always have zero geometry outputs. See HAPI_AssetInputs.

Definition at line 927 of file HAPI_Common.h.

int HAPI_AssetInfo::handleCount

See HAPI_Handles.

Definition at line 909 of file HAPI_Common.h.

HAPI_Bool HAPI_AssetInfo::hasEverCooked

It's possible to instantiate an asset without cooking it. See HAPI_Assets_Cooking.

Definition at line 899 of file HAPI_Common.h.

HAPI_Bool HAPI_AssetInfo::haveMaterialsChanged

For incremental updates. Indicates whether any of the asset's materials have changed. Refreshed only during an asset cook.

Definition at line 935 of file HAPI_Common.h.

HAPI_Bool HAPI_AssetInfo::haveObjectsChanged

For incremental updates. Indicates whether any of the assets's objects have changed. Refreshed only during an asset cook.

Definition at line 931 of file HAPI_Common.h.

HAPI_StringHandle HAPI_AssetInfo::helpTextSH

Asset help marked-up text.

Definition at line 906 of file HAPI_Common.h.

HAPI_StringHandle HAPI_AssetInfo::labelSH

This is what any end user should be shown.

Definition at line 902 of file HAPI_Common.h.

HAPI_StringHandle HAPI_AssetInfo::nameSH

Instance name (the label + a number).

Definition at line 901 of file HAPI_Common.h.

HAPI_NodeId HAPI_AssetInfo::nodeId

Use the node id to get the asset's parameters. See HAPI_Nodes_Basics.

Definition at line 886 of file HAPI_Common.h.

int HAPI_AssetInfo::objectCount

See HAPI_Objects.

Definition at line 908 of file HAPI_Common.h.

HAPI_NodeId HAPI_AssetInfo::objectNodeId

The objectNodeId differs from the regular nodeId in that for geometry based assets (SOPs) it will be the node id of the dummy object (OBJ) node instead of the asset node. For object based assets the objectNodeId will equal the nodeId. The reason the distinction exists is because transforms are always stored on the object node but the asset parameters may not be on the asset node if the asset is a geometry asset so we need both.

Definition at line 895 of file HAPI_Common.h.

int HAPI_AssetInfo::transformInputCount

Transform inputs exposed by the asset. For OBJ assets this is the number of transform inputs on the OBJ node. For SOP assets, this is the singular transform input on the dummy wrapper OBJ node. See HAPI_AssetInputs.

Definition at line 915 of file HAPI_Common.h.

HAPI_StringHandle HAPI_AssetInfo::versionSH

User-defined asset version.

Definition at line 904 of file HAPI_Common.h.


The documentation for this struct was generated from the following file: