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76 lines
8.7 KiB
76 lines
8.7 KiB
<application>
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<component name="Translation.Cache">
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<option name="lastTrimTime" value="1722832761468" />
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</component>
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<component name="Translation.Settings">
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<option name="primaryLanguage" value="CHINESE" />
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</component>
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<component name="Translation.States">
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<option name="pinTranslationDialog" value="true" />
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<option name="translationDialogHeight" value="702" />
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<option name="translationDialogLocationX" value="591" />
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<option name="translationDialogLocationY" value="536" />
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<option name="translationDialogWidth" value="1253" />
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<histories>
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<item value="The following defines the version and build number for your application. A version number is three numbers separated by dots, like 1.2.43 followed by an optional build number separated by a +. Both the version and the builder number may be overridden in flutter build by specifying --build-name and --build-number, respectively. In Android, build-name is used as versionName while build-number used as versionCode. Read more about Android versioning at https:developer.android.comstudiopublishversioning In iOS, build-name is used as CFBundleShortVersionString while build-number is used as CFBundleVersion. Read more about iOS versioning at https:developer.apple.comlibraryarchivedocumentationGeneralReferenceInfoPlistKeyReferenceArticlesCoreFoundationKeys.html In Windows, build-name is used as the major, minor, and patch parts of the product and file versions while build-number is used as the build suffix." />
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<item value="negate" />
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<item value="weapon" />
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<item value="crescent" />
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<item value="render indices" />
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<item value="texcoords" />
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<item value="Fixes the [SnackBar] at the bottom of the [Scaffold]. The exception is that the [SnackBar] will be shown above a [BottomNavigationBar] or a [NavigationBar]. Additionally, the [SnackBar] will cause other non-fixed widgets inside [Scaffold] to be pushed above (for example, the [FloatingActionButton])." />
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<item value="The currently selected value for a group of radio buttons. This radio button is considered selected if its [value] matches the [groupValue]." />
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<item value="vertical" />
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<item value="track ball" />
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<item value="backface" />
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<item value="backface culling" />
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<item value="A decimal-point string-representation of this number. Converts this number to a [double] before computing the string representation, as by [toDouble]. If the absolute value of `this` is greater than or equal to `10^21`, then this methods returns an exponential representation computed by `this.toStringAsExponential()`. Otherwise the result is the closest string representation with exactly [fractionDigits] digits after the decimal point. If [fractionDigits] equals 0, then the decimal point is omitted. The parameter [fractionDigits] must be an integer satisfying: `0 <= fractionDigits <= 20`." />
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<item value="to string as precision" />
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<item value="WTF: ensureShow worked!" />
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<item value="worked" />
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<item value="hitable" />
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<item value="If `dart:ui` passes an `Image` object and the recipient wishes to share that handle with other callers, [clone] must be called _before_ [dispose]. A handle that has been disposed cannot create new handles anymore." />
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<item value="A class or method that receives an image object must call [dispose] on the handle when it is no longer needed. To create a shareable reference to the underlying image, call [clone]. The method or object that receives the new instance will then be responsible for disposing it, and the underlying image itself will be disposed when all outstanding handles are disposed." />
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<item value="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]." />
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<item value="All the arguments are required and must not be null, except for [filterQuality]. If [filterQuality] is not specified at construction time it will be deduced from the environment where it is used, such as from [Paint.filterQuality]." />
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<item value="The fourth argument gives the matrix to apply to the effect. The expression `Matrix4.identity().storage` creates a [Float64List] prepopulated with the identity matrix." />
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<item value="The second and third arguments specify the [TileMode] for the x direction and y direction respectively. [TileMode.repeated] can be used for tiling images." />
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<item value="Creates an image-tiling shader. The first argument specifies the image to render. The [decodeImageFromList] function can be used to decode an image from bytes into the form expected here. (In production code, starting from [instantiateImageCodec] may be preferable.)" />
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<item value="texture" />
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<item value="view projection matrix" />
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<item value="Translates a 2D point from NDC to a THREE.Ray that can be used for picking. @vector - THREE.Vector3 that represents 2D point @camera - THREE.Camera" />
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<item value="The global transform of the object. If the Object3d has no parent, then it's identical to the local transform." />
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<item value="This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera." />
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<item value="projection matrix inverse" />
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<item value="projection matrix" />
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<item value="apply projection" />
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<item value="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." />
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<item value="intersects with triangle" />
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<item value="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." />
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<item value="pick ray" />
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<item value="culling" />
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<item value="is clipped face" />
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<item value="add texture coordinates to renderMesh" />
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<item value="perspective" />
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<item value="apply perspective to screen transform" />
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<item value="calculate the total number of vertices and faces" />
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<item value="calculate vertices" />
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<item value="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`." />
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<item value="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." />
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<item value="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.)" />
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<item value="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])." />
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<item value="texture coordinates" />
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<item value="Constructs a quaternion from [yaw], [pitch] and [roll]." />
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<item value="Constructs Matrix4 from [translation], [rotation] and [scale]." />
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</histories>
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<option name="languageScores">
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<map>
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<entry key="CHINESE" value="607" />
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<entry key="ENGLISH" value="608" />
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<entry key="HAWAIIAN" value="1" />
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<entry key="POLISH" value="1" />
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<entry key="ROMANIAN" value="1" />
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</map>
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</option>
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</component>
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</application> |