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applyMaterialAssetsByName(path)
Each material in the scene is replaced by an equally-named material
asset that can be found under the specified directory and its
sub-directories. |
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bool
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createEnvironmentAsset(environmentNode,
assetManagerDirectory)
Saves the given environment node as a new environment asset in the
given directory. |
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bool
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createGeometryAsset(node,
assetManagerDirectory)
Saves the given node as a new geometry asset in the given directory. |
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bool
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createMaterialAsset(material,
assetManagerDirectory)
Saves the given material as a new material asset in the given
directory. |
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bool
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createSceneplateAsset(node,
assetManagerDirectory)
Saves the given node as a new sceneplate asset in the given
directory. |
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string
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getSelectedAssetDirectory(assetType)
Returns the path of the currently selected directory in the Asset
Manager directory view in the tab of the given asset type. |
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bool
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loadEnvironmentAssetByName(assetName,
assetPath)
Load an environment asset from the Asset Manager by specifying the
name of the asset and, optionally, the path where it is stored. |
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bool
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loadEnvironmentAssetByUUID(assetUUID)
Searches for an environment asset with the given UUID in the Asset
Manager and loads it, if found. |
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vrNodePtr
|
loadGeometryAssetByName(assetName,
assetPath)
Load a geometry asset from the Asset Manager by specifying the name
of the asset and, optionally, the path where it is stored. |
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vrNodePtr
|
loadGeometryAssetByUUID(assetUUID)
Searches for a geometry asset with the given UUID in the Asset
Manager and loads it, if found. |
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vrMaterialPtr
|
loadMaterialAssetByName(assetName,
assetPath)
Load a material asset from the Asset Manager by specifying the name
of the asset and, optionally, the path where it is stored. |
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vrMaterialPtr
|
loadMaterialAssetByUUID(assetUUID)
Searches for a material asset with the given UUID in the Asset
Manager and loads it, if found. |
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vrNodePtr
|
loadSceneplateAssetByName(assetName,
assetPath)
Load a sceneplate asset from the Asset Manager by specifying the name
of the asset and, optionally, the path where it is stored. |
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vrNodePtr
|
loadSceneplateAssetByUUID(assetUUID)
Searches for a sceneplate asset with the given UUID in the Asset
Manager and loads it, if found. |
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bool
|
overwriteEnvironmentAsset(environmentAsset)
If the given environment node has a reference to an already existing
environment asset in the Asset Manager, it overwrites that asset. |
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bool
|
overwriteGeometryAsset(assetRootNode)
If the given node has a reference to an already existing geometry
asset in the Asset Manager, it overwrites that asset. |
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bool
|
overwriteMaterialAsset(material)
If the given material has a reference to an already existing material
asset in the Asset Manager, it overwrites that asset. |
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bool
|
overwriteSceneplateAsset(assetRootNode)
If the given node has a reference to an already existing sceneplate
asset in the Asset Manager, it overwrites that asset. |
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