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dragonbones-pixijs

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import { BaseObject } from "../core/BaseObject"; import { Matrix } from "../geom/Matrix"; import { Point } from "../geom/Point"; import { Transform } from "../geom/Transform"; import { Armature } from "./Armature"; /** * - The base class of the transform object. * @see dragonBones.Transform * @version DragonBones 4.5 * @language en_US */ export declare abstract class TransformObject extends BaseObject { protected static readonly _helpMatrix: Matrix; protected static readonly _helpTransform: Transform; protected static readonly _helpPoint: Point; /** * - A matrix relative to the armature coordinate system. * @version DragonBones 3.0 * @language en_US */ readonly globalTransformMatrix: Matrix; /** * - A transform relative to the armature coordinate system. * @see #updateGlobalTransform() * @version DragonBones 3.0 * @language en_US */ readonly global: Transform; /** * - The offset transform relative to the armature or the parent bone coordinate system. * @see #dragonBones.Bone#invalidUpdate() * @version DragonBones 3.0 * @language en_US */ readonly offset: Transform; /** * @private */ origin: Transform | null; /** * @private */ userData: any; protected _globalDirty: boolean; /** * @internal */ _alpha: number; /** * @internal */ _globalAlpha: number; /** * @internal */ _armature: Armature; /** */ protected _onClear(): void; /** * - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible, * some engines do not rely on these attributes to update rendering, such as Egret. * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale. * @example * <pre> * bone.updateGlobalTransform(); * let rotation = bone.global.rotation; * </pre> * @version DragonBones 3.0 * @language en_US */ updateGlobalTransform(): void; /** * - The armature to which it belongs. * @version DragonBones 3.0 * @language en_US */ get armature(): Armature; }