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dragonbones-pixijs

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/** * - 2D Transform matrix. * @version DragonBones 3.0 * @language en_US */ export declare class Matrix { /** * - The value that affects the positioning of pixels along the x axis when scaling or rotating an image. * @default 1.0 * @version DragonBones 3.0 * @language en_US */ a: number; /** * - The value that affects the positioning of pixels along the y axis when rotating or skewing an image. * @default 0.0 * @version DragonBones 3.0 * @language en_US */ b: number; /** * - The value that affects the positioning of pixels along the x axis when rotating or skewing an image. * @default 0.0 * @version DragonBones 3.0 * @language en_US */ c: number; /** * - The value that affects the positioning of pixels along the y axis when scaling or rotating an image. * @default 1.0 * @version DragonBones 3.0 * @language en_US */ d: number; /** * - The distance by which to translate each point along the x axis. * @default 0.0 * @version DragonBones 3.0 * @language en_US */ tx: number; /** * - The distance by which to translate each point along the y axis. * @default 0.0 * @version DragonBones 3.0 * @language en_US */ ty: number; /** * @private */ constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); toString(): string; /** * @private */ copyFrom(value: Matrix): Matrix; /** * @private */ copyFromArray(value: Array<number>, offset?: number): Matrix; /** * - Convert to unit matrix. * The resulting matrix has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0. * @version DragonBones 3.0 * @language en_US */ identity(): Matrix; /** * - Multiplies the current matrix with another matrix. * @param value - The matrix that needs to be multiplied. * @version DragonBones 3.0 * @language en_US */ concat(value: Matrix): Matrix; /** * - Convert to inverse matrix. * @version DragonBones 3.0 * @language en_US */ invert(): Matrix; /** * - Apply a matrix transformation to a specific point. * @param x - X coordinate. * @param y - Y coordinate. * @param result - The point after the transformation is applied. * @param delta - Whether to ignore tx, ty's conversion to point. * @version DragonBones 3.0 * @language en_US */ transformPoint(x: number, y: number, result: { x: number; y: number; }, delta?: boolean): void; /** * @private */ transformRectangle(rectangle: { x: number; y: number; width: number; height: number; }, delta?: boolean): void; }