levelEditor/level_editor
library
Functions
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buildMesh(List<Vector3> vertices, List<Vector3> normals, List<Offset> texcoords, List<Triangle> triangles, Map<String, Material>? materials, List<String> elementNames, List<String> elementMaterials, List<int> elementOffsets, String basePath, bool isAsset)
→ Future<List<Mesh>>
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Load the texture image file and rebuild vertices and texcoords to keep the same length.
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changeColor(BuildContext context, Color selectedColor)
→ Future<Color?>
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createObject({required SelectedType type, Vector3? position, Vector3? rotation, Vector3? scale, required Size size, required String name, required int layer, required int imageLocation, Color? color, List<Offset>? textcoords, Rect? textureRect})
→ Object
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fromColor(Color color)
→ Vector3
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Convert Color to Vector3
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getImagePixels(Image image)
→ Future<Uint32List>
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loadImageFromAsset(String fileName, {bool isAsset = true, bool makeGray = false})
→ Future<Image>
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load an image from asset
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loadTexture(Material? material, String basePath, {bool isAsset = true})
→ Future<MapEntry<String, Image>?>
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load texture from asset
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normalizeMesh(List<Mesh> meshes)
→ List<Mesh>
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Scale the model size to 1
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normalVector(Vector3 a, Vector3 b, Vector3 c)
→ Vector3
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Calcunormal vector
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removeDuplicates(List<Vector3> fromVertices, List<Triangle> fromIndices)
→ Vertex
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toColor(Vector3 v, [double opacity = 1.0])
→ Color
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Convert Vector3 to Color
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toVector2(Offset? value)
→ Vector2
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Convert Offset to Vector2