ColladaParser class
Methods
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buildAnimation(Map<String, dynamic> data)
→ Future<List<KeyframeTrack>>
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buildAnimationChannel(Map<String, dynamic> channel, dynamic inputSource, dynamic outputSource)
→ Future<Map<String, dynamic>>
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buildAnimationClip(Map<String, dynamic> data)
→ Future<AnimationClip>
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buildBoneHierarchy(Object3D root, dynamic joints, List<Map<String, dynamic>> boneData)
→ void
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buildCamera(Map<String, dynamic> data)
→ Camera?
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buildController(Map<String, dynamic> data)
→ Map<String, dynamic>
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buildEffect(Map<String, dynamic> data)
→ Map<String, dynamic>
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buildGeometry(Map<String, dynamic> data)
→ Map<String, dynamic>
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buildGeometryData(Map<String, dynamic> primitive, Map<String, dynamic>? source, int offset, dynamic array, [bool isColor = false])
→ dynamic
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buildGeometryType(dynamic primitives, dynamic sources, dynamic vertices)
→ Map<String, dynamic>
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buildImage(Map<String, dynamic> data)
→ dynamic
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buildKinematicsModel(Map<String, dynamic> data)
→ Map<String, dynamic>
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buildKinematicsScene(Map<String, dynamic> data)
→ Map<String, dynamic>
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buildLibrary(Map<String, dynamic> data, dynamic builder)
→ Future<void>
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buildLight(dynamic data)
→ Light?
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buildMaterial(Map<String, dynamic> data)
→ Future<Material?>
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buildNode(Map<String, dynamic> data)
→ Future<Object3D?>
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buildObjects(Map<String, dynamic> geometries, dynamic instanceMaterials)
→ Future<List<Object3D>>
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buildSkeleton(dynamic skeletons, dynamic joints)
→ Future<Skeleton>
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buildSkin(Map<String, dynamic> data)
→ Map<String, dynamic>
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buildTransformList(XmlElement node)
→ dynamic
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buildVisualScene(Map<String, dynamic> data)
→ Future<AnimationObject>
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checkUVCoordinates(dynamic primitives)
→ dynamic
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createKeyframeTracks(Map<String, dynamic> animation, List<KeyframeTrack> tracks)
→ List<KeyframeTrack>
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createMissingKeyframes(List<ColladaKeyFrame> keyframes, dynamic property)
→ void
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generateId()
→ String
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getAnimation(dynamic id)
→ Future
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getAnimationClip(dynamic id)
→ Future
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getBuild(Map<String, dynamic> data, dynamic builder)
→ Future
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getCamera(dynamic id)
→ Future
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getController(dynamic id)
→ Future
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getEffect(dynamic id)
→ Future
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getGeometry(dynamic id)
→ Future
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getImage(dynamic id)
→ Future
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getKinematicsModel(dynamic id)
→ Future
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getKinematicsScene(dynamic id)
→ dynamic
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getLight(dynamic id)
→ Future
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getMaterial(dynamic id)
→ Future
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getNext(List<ColladaKeyFrame> keyframes, int i, dynamic property)
→ ColladaKeyFrame?
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getNode(dynamic id)
→ Future
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getPrev(List<ColladaKeyFrame> keyframes, int i, dynamic property)
→ ColladaKeyFrame?
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getTextureLoader(String image)
→ Loader
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getVisualScene(dynamic id)
→ Future<AnimationObject>
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groupPrimitives(List primitives)
→ dynamic
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hasNode(dynamic id)
→ bool
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hasVisualScene(dynamic id)
→ bool
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interpolate(ColladaKeyFrame key, ColladaKeyFrame prev, ColladaKeyFrame next, dynamic property)
→ void
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isEmpty(Map? object)
→ bool
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noSuchMethod(Invocation invocation)
→ dynamic
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Invoked when a nonexistent method or property is accessed.
inherited
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parse()
→ Future<ColladaData?>
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parseAnimation(XmlElement xml)
→ dynamic
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parseAnimationChannel(XmlElement xml)
→ Map<String, dynamic>
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parseAnimationClip(XmlElement xml)
→ void
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parseAnimationSampler(XmlElement xml)
→ Map<String, dynamic>
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parseAsset(XmlElement xml)
→ Map<String, dynamic>
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parseAssetUnit(XmlElement? xml)
→ double
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parseAssetUpAxis(XmlElement? xml)
→ String
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parseCamera(XmlElement xml)
→ void
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parseCameraOptics(XmlElement xml)
→ Map<String, dynamic>
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parseCameraParameters(XmlElement xml)
→ Map<String, dynamic>
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parseCameraTechnique(XmlElement xml)
→ Map<String, dynamic>
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parseController(XmlElement xml)
→ void
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parseEffect(XmlElement xml)
→ void
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parseEffectNewparam(XmlElement xml, Map<String, dynamic> data)
→ void
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parseEffectParameter(XmlElement xml)
→ Map<String, dynamic>
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parseEffectParameters(XmlElement xml)
→ Map<String, dynamic>
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parseEffectParameterTexture(XmlElement xml)
→ Map<String, dynamic>
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parseEffectProfileCOMMON(XmlElement xml)
→ Map<String, dynamic>
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parseEffectSampler(XmlElement xml)
→ Map<String, dynamic>
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parseEffectSurface(XmlElement xml)
→ Map<String, dynamic>
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parseEffectTechnique(XmlElement xml)
→ Map<String, dynamic>
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parseFloats(String text)
→ List<double>
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parseGeometry(XmlElement xml)
→ void
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parseGeometryPrimitive(XmlElement xml)
→ Map<String, dynamic>
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parseGeometryVertices(XmlElement xml)
→ Map<String, dynamic>
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parseId(String text)
→ String
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parseImage(XmlElement xml)
→ void
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parseInts(String text)
→ List<int>
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parseJoints(XmlElement xml)
→ Map<String, dynamic>
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parseKinematicsAttachment(XmlElement xml)
→ Map<String, dynamic>
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parseKinematicsBindJointAxis(XmlElement xml)
→ Map<String, dynamic>
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parseKinematicsJoint(XmlElement xml)
→ Map<String, dynamic>?
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parseKinematicsJointParameter(XmlElement xml)
→ Map<String, dynamic>
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parseKinematicsLink(XmlElement xml)
→ Map<String, dynamic>
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parseKinematicsModel(XmlElement xml)
→ void
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parseKinematicsScene(XmlElement xml)
→ void
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parseKinematicsTechniqueCommon(XmlElement xml, Map<String, dynamic> data)
→ void
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parseKinematicsTransform(XmlElement xml)
→ Map<String, dynamic>
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parseLibrary(XmlElement xml, String libraryName, String nodeName, dynamic parser)
→ void
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parseLight(XmlElement xml)
→ void
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parseLightParameters(XmlElement xml)
→ Map<String, dynamic>
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parseLightTechnique(XmlElement xml)
→ Map<String, dynamic>
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parseMaterial(XmlElement xml)
→ void
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parseNode(XmlElement xml)
→ Map<String, dynamic>
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parseNodeInstance(XmlElement xml)
→ Map<String, dynamic>
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parsePhysicsModel(XmlElement xml)
→ void
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parsePhysicsRigidBody(XmlElement xml, Map<String, dynamic> data)
→ void
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parsePhysicsTechniqueCommon(XmlElement xml, Map<String, dynamic> data)
→ void
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parseScene(XmlElement xml)
→ Future<AnimationObject>
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parseSkin(XmlElement xml)
→ Map<String, dynamic>
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parseSource(XmlElement xml)
→ Map<String, dynamic>
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parseStrings(String text)
→ List<String>
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parseVertexWeights(XmlElement xml)
→ Map<String, dynamic>
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parseVisualScene(XmlElement xml)
→ void
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prepareAnimationData(dynamic data, dynamic defaultMatrix)
→ List<ColladaKeyFrame>
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prepareNodes(XmlElement xml)
→ void
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resolveMaterialBinding(dynamic keys, dynamic instanceMaterials)
→ Future<List<Material>>
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setupAnimations()
→ Future<void>
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setupKinematics()
→ Future<void>
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toString()
→ String
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A string representation of this object.
inherited
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transformAnimationData(List<ColladaKeyFrame> keyframes, dynamic property, dynamic defaultValue)
→ void
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