import { Point } from './Point'; import { Vector3D } from './Vector3D'; /** * The Matrix export class represents a transformation matrix that determines how to * map points from one coordinate space to another. You can perform various * graphical transformations on a display object by setting the properties of * a Matrix object, applying that Matrix object to the matrix * property of a Transform object, and then applying that Transform object as * the transform property of the display object. These * transformation functions include translation(x and y * repositioning), rotation, scaling, and skewing. * *

Together these types of transformations are known as affine * transformations. Affine transformations preserve the straightness of * lines while transforming, so that parallel lines stay parallel.

* *

To apply a transformation matrix to a display object, you create a * Transform object, set its matrix property to the * transformation matrix, and then set the transform property of * the display object to the Transform object. Matrix objects are also used as * parameters of some methods, such as the following:

* * * *

A transformation matrix object is a 3 x 3 matrix with the following * contents:

* *

In traditional transformation matrixes, the u, * v, and w properties provide extra capabilities. * The Matrix export class can only operate in two-dimensional space, so it always * assumes that the property values u and v are 0.0, * and that the property value w is 1.0. The effective values of * the matrix are as follows:

* *

You can get and set the values of all six of the other properties in a * Matrix object: a, b, c, * d, tx, and ty.

* *

The Matrix export class supports the four major types of transformations: * translation, scaling, rotation, and skewing. You can set three of these * transformations by using specialized methods, as described in the following * table:

* *

Each transformation function alters the current matrix properties so * that you can effectively combine multiple transformations. To do this, you * call more than one transformation function before applying the matrix to * its display object target(by using the transform property of * that display object).

* *

Use the new Matrix() constructor to create a Matrix object * before you can call the methods of the Matrix object.

*/ export declare class Matrix { rawData: Float32Array; /** * The value that affects the positioning of pixels along the x axis * when scaling or rotating an image. */ get a(): number; set a(value: number); /** * The value that affects the positioning of pixels along the y axis * when rotating or skewing an image. */ get b(): number; set b(value: number); /** * The value that affects the positioning of pixels along the x axis * when rotating or skewing an image. */ get c(): number; set c(value: number); /** * The value that affects the positioning of pixels along the y axis * when scaling or rotating an image. */ get d(): number; set d(value: number); /** * The distance by which to translate each point along the x axis. */ get tx(): number; set tx(value: number); /** * The distance by which to translate each point along the y axis. */ get ty(): number; set ty(value: number); /** * Creates a new Matrix object with the specified parameters. In matrix * notation, the properties are organized like this: * *

If you do not provide any parameters to the new Matrix() * constructor, it creates an identity matrix with the following * values:

* *

In matrix notation, the identity matrix looks like this:

* * @param a The value that affects the positioning of pixels along the * x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the * y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the * x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the * y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x * axis. * @param ty The distance by which to translate each point along the y * axis. */ constructor(rawData?: Float32Array); constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); copyRawDataFrom(vector: Float32Array, offset?: number): void; /** * Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * * @return A Matrix object. */ clone(): Matrix; /** * Concatenates a matrix with the current matrix, effectively combining the * geometric effects of the two. In mathematical terms, concatenating two * matrixes is the same as combining them using matrix multiplication. * *

For example, if matrix m1 scales an object by a factor of * four, and matrix m2 rotates an object by 1.5707963267949 * radians(Math.PI/2), then m1.concat(m2) * transforms m1 into a matrix that scales an object by a factor * of four and rotates the object by Math.PI/2 radians.

* *

This method replaces the source matrix with the concatenated matrix. If * you want to concatenate two matrixes without altering either of the two * source matrixes, first copy the source matrix by using the * clone() method, as shown in the Class Examples section.

* * @param matrix The matrix to be concatenated to the source matrix. */ concat(matrix: Matrix): void; /** * Copies a Vector3D object into specific column of the calling Matrix3D * object. * * @param column The column from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ copyColumnFrom(column: number, vector3D: Vector3D): void; /** * Copies specific column of the calling Matrix object into the Vector3D * object. The w element of the Vector3D object will not be changed. * * @param column The column from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ copyColumnTo(column: number, vector3D: Vector3D): void; /** * Copies all of the matrix data from the source Point object into the * calling Matrix object. * * @param sourceMatrix The Matrix object from which to copy the data. */ copyFrom(sourceMatrix: Matrix): void; /** * Copies a Vector3D object into specific row of the calling Matrix object. * * @param row The row from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ copyRowFrom(row: number, vector3D: Vector3D): void; /** * Copies specific row of the calling Matrix object into the Vector3D object. * The w element of the Vector3D object will not be changed. * * @param row The row from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ copyRowTo(row: number, vector3D: Vector3D): void; /** * Includes parameters for scaling, rotation, and translation. When applied * to a matrix it sets the matrix's values based on those parameters. * *

Using the createBox() method lets you obtain the same * matrix as you would if you applied the identity(), * rotate(), scale(), and translate() * methods in succession. For example, mat1.createBox(2,2,Math.PI/4, * 100, 100) has the same effect as the following:

* * @param scaleX The factor by which to scale horizontally. * @param scaleY The factor by which scale vertically. * @param rotation The amount to rotate, in radians. * @param tx The number of pixels to translate(move) to the right * along the x axis. * @param ty The number of pixels to translate(move) down along the * y axis. */ createBox(scaleX: number, scaleY: number, rotation?: number, tx?: number, ty?: number): void; /** * Creates the specific style of matrix expected by the * beginGradientFill() and lineGradientStyle() * methods of the Graphics class. Width and height are scaled to a * scaleX/scaleY pair and the * tx/ty values are offset by half the width and * height. * *

For example, consider a gradient with the following * characteristics:

* * * *

The following illustrations show gradients in which the matrix was * defined using the createGradientBox() method with different * parameter settings:

* * @param width The width of the gradient box. * @param height The height of the gradient box. * @param rotation The amount to rotate, in radians. * @param tx The distance, in pixels, to translate to the right along * the x axis. This value is offset by half of the * width parameter. * @param ty The distance, in pixels, to translate down along the * y axis. This value is offset by half of the * height parameter. */ createGradientBox(width: number, height: number, rotation?: number, tx?: number, ty?: number): void; /** * Given a point in the pretransform coordinate space, returns the * coordinates of that point after the transformation occurs. Unlike the * standard transformation applied using the transformPoint() * method, the deltaTransformPoint() method's transformation * does not consider the translation parameters tx and * ty. * * @param point The point for which you want to get the result of the matrix * transformation. * @return The point resulting from applying the matrix transformation. */ deltaTransformPoint(point: Point): Point; /** * Sets each matrix property to a value that causes a null transformation. An * object transformed by applying an identity matrix will be identical to the * original. * *

After calling the identity() method, the resulting matrix * has the following properties: a=1, b=0, * c=0, d=1, tx=0, * ty=0.

* *

In matrix notation, the identity matrix looks like this:

* */ identity(): void; /** * Performs the opposite transformation of the original matrix. You can apply * an inverted matrix to an object to undo the transformation performed when * applying the original matrix. */ invert(): void; /** * Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * * @param matrix The matrix for which you want to get the result of the matrix * transformation. * @return A Matrix object. */ multiply(matrix: Matrix): Matrix; /** * Applies a rotation transformation to the Matrix object. * *

The rotate() method alters the a, * b, c, and d properties of the * Matrix object. In matrix notation, this is the same as concatenating the * current matrix with the following:

* * @param angle The rotation angle in radians. */ rotate(angle: number): void; /** * Applies a scaling transformation to the matrix. The x axis is * multiplied by sx, and the y axis it is multiplied by * sy. * *

The scale() method alters the a and * d properties of the Matrix object. In matrix notation, this * is the same as concatenating the current matrix with the following * matrix:

* * @param sx A multiplier used to scale the object along the x axis. * @param sy A multiplier used to scale the object along the y axis. */ scale(sx: number, sy: number): void; /** * Sets the members of Matrix to the specified values. * * @param a The value that affects the positioning of pixels along the * x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the * y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the * x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the * y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x * axis. * @param ty The distance by which to translate each point along the y * axis. */ setTo(a: number, b: number, c: number, d: number, tx: number, ty: number): void; /** * Returns a text value listing the properties of the Matrix object. * * @return A string containing the values of the properties of the Matrix * object: a, b, c, * d, tx, and ty. */ toString(): string; /** * Returns the result of applying the geometric transformation represented by * the Matrix object to the specified point. * * @param point The point for which you want to get the result of the Matrix * transformation. * @return The point resulting from applying the Matrix transformation. */ transformPoint(point: Point): Point; /** * Translates the matrix along the x and y axes, as specified * by the dx and dy parameters. * * @param dx The amount of movement along the x axis to the right, in * pixels. * @param dy The amount of movement down along the y axis, in pixels. */ translate(dx: number, dy: number): void; } //# sourceMappingURL=Matrix.d.ts.map