<itemvalue="Return the distance from the origin of this to the intersection with [other] if this intersects with [other], or null if the don't intersect."/>
<itemvalue="intersects with triangle"/>
<itemvalue="On success, [rayNear] and [rayFar] are the points where the screen space [pickX], [pickY] intersect with the near and far planes respectively. The viewport is specified by ([viewportX], [viewportWidth]) and ([viewportY], [viewportHeight]). [cameraMatrix] includes both the projection and view transforms. Returns false on error, for example, the mouse is not in the viewport."/>
<itemvalue="pick ray"/>
<itemvalue="culling"/>
<itemvalue="is clipped face"/>
<itemvalue="add texture coordinates to renderMesh"/>
<itemvalue="perspective"/>
<itemvalue="apply perspective to screen transform"/>
<itemvalue="calculate the total number of vertices and faces"/>
<itemvalue="The `blendMode` parameter is used to control how the colors in the `vertices` are combined with the colors in the `paint`. If there are no colors specified in `vertices` then the `blendMode` has no effect. If there are colors in the `vertices`, then the color taken from the [Paint.shader] or [Paint.color] in the `paint` is blended with the colors specified in the `vertices` using the `blendMode` parameter. For the purposes of this blending, the colors from the `paint` parameter are considered the source, and the colors from the `vertices` are considered the destination. [BlendMode.dst] ignores the `paint` and uses only the colors of the `vertices`; [BlendMode.src] ignores the colors of the `vertices` and uses only the colors in the `paint`."/>
<itemvalue="If the `indices` parameter is specified, all values in the list must be valid index values for pairs in `positions`. For example, if there are 12 numbers in `positions` (representing 6 coordinates), the `indicies` must be numbers in the range 0..5 inclusive. The `mode` and `positions` parameters must not be null."/>
<itemvalue="The `positions` parameter provides the points in the canvas space that will be use to draw the triangles. Each point is represented as two numbers in the list, the first giving the x coordinate and the second giving the y coordinate. (As a result, the list must have an even number of entries.)"/>
<itemvalue="Creates a set of vertex data for use with [Canvas.drawVertices], using the encoding expected by the Flutter engine. The `mode` parameter describes how the points should be interpreted: as independent triangles ([VertexMode.triangles]), as a sliding window of points forming a chain of triangles each sharing one side with the next ([VertexMode.triangleStrip]), or as a fan of triangles with a single shared point ([VertexMode.triangleFan])."/>
<itemvalue="Constructs Matrix4 from [translation], [rotation] and [scale]."/>
<itemvalue="Defines a [Quaternion] (a four-dimensional vector) for efficient rotation calculations. Quaternion are better for interpolating between rotations and avoid the [gimbal lock](http:de.wikipedia.orgwikiGimbal_Lock) problem compared to euler rotations."/>
<itemvalue="Raw RGBA format. Unencoded bytes, in RGBA row-primary form with premultiplied alpha, 8 bits per channel."/>
<itemvalue="Opaque handle to raw decoded image data (pixels). To obtain an [Image] object, use the [ImageDescriptor] API. To draw an [Image], use one of the methods on the [Canvas] class, such as [Canvas.drawImage]."/>
<itemvalue="Convert an array of pixel values into an [Image] object. The `pixels` parameter is the pixel data. They are packed in bytes in the order described by `format`, then grouped in rows, from left to right, then top to bottom. The `rowBytes` parameter is the number of bytes consumed by each row of pixels in the data buffer. If unspecified, it defaults to `width` multiplied by the number of bytes per pixel in the provided `format`."/>
<itemvalue="Creates an image from a list of bytes. This function attempts to interpret the given bytes an image. If successful, the returned [Future] resolves to the decoded image. Otherwise, the [Future] resolves to null. If the image is animated, this returns the first frame. Consider [instantiateImageCodec] if support for animated images is necessary. This function differs from [ui.decodeImageFromList] in that it defers to [PaintingBinding.instantiateImageCodecWithSize], and therefore can be mocked in tests."/>
<itemvalue="Write the given [name], possibly with a prefix, assuming that the name can be imported from any of the given [uris]."/>
<itemvalue="Write the code for a declaration of a class with the given [name]. If a list of [interfaces] is provided, then the class will implement those interfaces. If [isAbstract] is `true`, then the class will be abstract. If a [membersWriter] is provided, then it will be invoked to allow members to be generated. If a list of [mixins] is provided, then the class will mix in those classes. If a [nameGroupName] is provided, then the name of the class will be included in the linked edit group with that name. If a [superclass] is given then it will be the superclass of the class. (If a list of [mixins] is provided but no [superclass] is given then the class will extend `Object`.)"/>