요약
메서드
Destroy():() |
DrawCircle(center: Vector2,radius: number,color: Color3,transparency: number,combineType: Enum.ImageCombineType,antiAliasing: Enum.AntiAliasing):() |
DrawImage(position: Vector2,image: EditableImage,combineType: Enum.ImageCombineType):() |
DrawImageProjected(mesh: EditableMesh,projection: Dictionary,brushConfig: Dictionary):() |
DrawImageTransformed(position: Vector2,scale: Vector2,rotation: number,image: EditableImage,options: Dictionary?):() |
DrawLine(p1: Vector2,p2: Vector2,color: Color3,transparency: number,combineType: Enum.ImageCombineType,antiAliasing: Enum.AntiAliasing):() |
DrawRectangle(position: Vector2,size: Vector2,color: Color3,transparency: number,combineType: Enum.ImageCombineType):() |
ReadPixelsBuffer(position: Vector2,size: Vector2):buffer |
WritePixelsBuffer(position: Vector2,size: Vector2,buffer: buffer):() |
상속된 멤버
API 참조
속성
메서드
Destroy
EditableImage:Destroy():()
반환
()
DrawCircle
EditableImage:DrawCircle(
center:Vector2, radius:number, color:Color3, transparency:number, combineType:Enum.ImageCombineType, antiAliasing:Enum.AntiAliasing
):()
매개 변수
| 기본값: "Enabled" |
반환
()
DrawImage
EditableImage:DrawImage(
):()
매개 변수
반환
()
DrawImageProjected
EditableImage:DrawImageProjected(
):()
매개 변수
반환
()
DrawImageTransformed
EditableImage:DrawImageTransformed(
):()
매개 변수
반환
()
코드 샘플
EditableImage:DrawImageTransformed()
local AssetService = game:GetService("AssetService")
-- 다른 EditableImage 위에 회전하고 스케일된 이미지를 그리는 예시
local srcImage = AssetService:CreateEditableImage({ Size = Vector2.new(256, 256) })
local dstImage = AssetService:CreateEditableImage({ Size = Vector2.new(512, 512) })
-- 45도 회전, 2배 크기로 조정, (100, 100)에 배치하는 그리기
dstImage:DrawImageTransformed(
Vector2.new(100, 100), -- 위치
Vector2.new(2, 2), -- 스케일
45, -- 회전 (도)
srcImage, -- 소스 이미지
{
CombineType = Enum.ImageCombineType.AlphaBlend, -- 선택 사항, 기본값은 AlphaBlend
SamplingMode = Enum.ResamplerMode.Default, -- 선택 사항, 기본값은 Default
PivotPoint = srcImage.Size / 2, -- 선택 사항, 기본값은 소스 이미지의 중심
}
)EditableImage:DrawImageTransformed() - 자르기
local AssetService = game:GetService("AssetService")
-- 소스 이미지
local srcImage = AssetService:CreateEditableImageAsync(Content.fromUri(assetUri))
-- 오프셋과 크기로 정의된 자르기 영역
local cropOffset = Vector2.new(50, 50)
local cropSize = Vector2.new(100, 100)
-- 자르기 영역의 크기를 가진 목적지 이미지
local dstImage = AssetService:CreateEditableImage({ Size = cropSize })
-- 위치 (왼쪽 상단 모서리)
local position = Vector2.new(0, 0)
-- 스케일 팩터 (스케일 없음)
local scale = Vector2.new(1, 1)
-- 회전 각도 (회전 없음)
local rotation = 0
-- 소스 이미지를 목적지 이미지에 그리기 (이미지를 자르기 위해 피벗 조정)
dstImage:DrawImageTransformed(position, scale, rotation, srcImage, {
CombineType = Enum.ImageCombineType.Overwrite,
PivotPoint = cropOffset, -- 피벗 포인트를 cropOffset로 설정하여 거기서부터 그리기를 시작합니다.
})DrawLine
EditableImage:DrawLine(
p1:Vector2, p2:Vector2, color:Color3, transparency:number, combineType:Enum.ImageCombineType, antiAliasing:Enum.AntiAliasing
):()
매개 변수
| 기본값: "Enabled" |
반환
()
DrawRectangle
EditableImage:DrawRectangle(
position:Vector2, size:Vector2, color:Color3, transparency:number, combineType:Enum.ImageCombineType
):()
매개 변수
반환
()
ReadPixelsBuffer
반환
코드 샘플
EditableImage:ReadPixelsBuffer()
local AssetService = game:GetService("AssetService")
local options = { Size = Vector2.new(32, 32) }
local editableImage = AssetService:CreateEditableImage(options)
local pixelsBuffer = editableImage:ReadPixelsBuffer(Vector2.zero, Vector2.new(2, 1))
local color1 =
Color3.fromRGB(buffer.readu8(pixelsBuffer, 0), buffer.readu8(pixelsBuffer, 1), buffer.readu8(pixelsBuffer, 2))
local transparency1 = (255 - buffer.readu8(pixelsBuffer, 3)) / 255
local color2 =
Color3.fromRGB(buffer.readu8(pixelsBuffer, 4), buffer.readu8(pixelsBuffer, 5), buffer.readu8(pixelsBuffer, 6))
local transparency2 = (255 - buffer.readu8(pixelsBuffer, 7)) / 255
local averageColor = color1:Lerp(color2, 0.5)
local averageTransparency = (transparency1 + transparency2) / 2
local part = Instance.new("Part")
part.Color = averageColor
part.Transparency = averageTransparency
part.Parent = workspaceWritePixelsBuffer
반환
()
코드 샘플
EditableImage:WritePixelsBuffer()
local AssetService = game:GetService("AssetService")
local options = { Size = Vector2.new(32, 32) }
local editableImage = AssetService:CreateEditableImage(options)
local pixelsBuffer = editableImage:ReadPixelsBuffer(Vector2.zero, editableImage.Size)
for i = 1, editableImage.Size.X * editableImage.Size.Y do
local pixelIndex = (i - 1) * 4
buffer.writeu8(pixelsBuffer, pixelIndex, 255 - buffer.readu8(pixelsBuffer, pixelIndex))
buffer.writeu8(pixelsBuffer, pixelIndex + 1, 255 - buffer.readu8(pixelsBuffer, pixelIndex + 1))
buffer.writeu8(pixelsBuffer, pixelIndex + 2, 255 - buffer.readu8(pixelsBuffer, pixelIndex + 2))
-- 모든 픽셀을 완전히 불투명하게 만들기 위해 알파를 255로 설정합니다.
buffer.writeu8(pixelsBuffer, pixelIndex + 3, 255)
end
editableImage:WritePixelsBuffer(Vector2.zero, editableImage.Size, pixelsBuffer)