This patch adds an "Essentials" asset library that is bundled with Blender. Also see #103620. At build time, the `lib/assets/publish` folder is copied to `datafiles/assets` in the build directory. In the UI, the "Essentials" library can be accessed like other custom asset libraries with the exception that assets from that library cannot be linked. The immediate impact of this is that Blender now comes with some geometry node groups for procedural hair grooming. Pull Request #104474
31 lines
770 B
C++
31 lines
770 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup asset_system
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*/
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#pragma once
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#include "BLI_compiler_attrs.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AssetMetaData;
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/** C handle for #asset_system::AssetRepresentation. */
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typedef struct AssetRepresentation AssetRepresentation;
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const char *AS_asset_representation_name_get(const AssetRepresentation *asset)
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ATTR_WARN_UNUSED_RESULT;
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AssetMetaData *AS_asset_representation_metadata_get(const AssetRepresentation *asset)
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ATTR_WARN_UNUSED_RESULT;
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bool AS_asset_representation_is_local_id(const AssetRepresentation *asset) ATTR_WARN_UNUSED_RESULT;
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bool AS_asset_representation_is_never_link(const AssetRepresentation *asset)
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ATTR_WARN_UNUSED_RESULT;
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#ifdef __cplusplus
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}
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#endif
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