Asset API (OpScript) ==================== .. lua:module:: Asset Asset Plugin ------------ .. lua:function:: GetDefaultAssetPlugin() Returns an :lua:class:`AssetPlugin` object. .. lua:class:: AssetPlugin Class representing the default asset plugin. Note that this is not instantiable directly - instead use :lua:func:`GetDefaultAssetPlugin`. In the methods below the optional *throwOnError* boolean flag determines whether an exception is thrown in the case of an error. .. lua:method:: isAssetId(string str, [boolean throwOnError=false]) Returns ``true`` if input string represents a valid asset id. .. lua:method:: containsAssetId(string str, [boolean throwOnError=false]) Returns ``true`` if input string contains a valid asset id anywhere within it. .. lua:method:: checkPermissions(string assetId, table context, \ [boolean throwOnError=false]) Returns ``true`` if permissions for the given asset id are valid in the given context. .. lua:method:: resolveAsset(string assetId, [boolean throwOnError=false]) Look up asset id in asset system and return path (or other string) that it references. .. lua:method:: resolveAllAssets(string str, \ [boolean throwOnError=false]) Replace any asset ids found in input string with resolved asset strings. .. lua:method:: resolvePath(string path, int frame, \ [boolean throwOnError=false]) Resolves env vars in input path string, then resolves asset ids and file sequences. .. lua:method:: resolveAssetVersion(string assetId, string versionStr, \ [boolean throwOnError=false]) Return integer version that this asset id resolves to. .. lua:method:: getUniqueScenegraphLocationFromAssetId( \ string assetId, boolean includeVersion, \ [boolean throwOnError=false]) Returns a valid scene graph location path that uniquely represents the input asset id. .. lua:method:: getAssetVersions(string assetId, \ [boolean throwOnError=false]) Returns a list of the available versions for the given asset. .. lua:method:: getRelatedAssetId(string assetId, string relation, \ [boolean throwOnError=false]) Returns asset id that is related to input asset, given a relationship type. .. lua:method:: getAssetFields(string assetId, boolean includeDefaults, \ [boolean throwOnError=false]) Convert from asset id to a table of named string fields defining the asset. If includeDefaults is ``true``, include default values for fields not explicitly specified by the assetId. .. lua:method:: buildAssetId(table fields, [boolean throwOnError=false]) Convert from asset fields (table with string keys/values) to asset id. .. lua:method:: getAssetAttributes(string assetId, string scope, \ [boolean throwOnError=false]) Get metadata associated with an asset or a scoped item in the asset hierarchy. .. lua:method:: getAssetIdForScope(string assetId, string scope, \ [boolean throwOnError=false]) Get asset id scoped to the specified level in the asset hierarchy. .. lua:method:: getAssetDisplayName(string assetId, \ [boolean throwOnError=false]) Produces a name for the given asset that can be used to represent the asset in a scene graph location. File Sequence Plugin -------------------- .. lua:function:: GetDefaultFileSequencePlugin() Returns a :lua:class:`FileSequencePlugin` object. .. lua:class:: FileSequencePlugin .. lua:method:: isFileSequence(string str, [boolean throwOnError=false]) Returns ``true`` if *str* is a valid file sequence. .. lua:method:: buildFileSequenceString(string prefix, string suffix, \ int padding, \ [boolean throwOnError=false]) Returns file sequence string built from given *prefix*, *suffix*, and *padding* values. .. lua:method:: resolveFileSequence(string path, int frame, \ [boolean throwOnError=false]) Resolves a file sequence string into an single real file path. .. lua:method:: isFrameInFileSequence(string path, int frame, \ [boolean throwOnError=false]) Returns ``true`` if *frame* is a part of the file sequence