/// /** * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. * @memberof PIXI */ export declare class Circle { /** @default 0 */ x: number; /** @default 0 */ y: number; /** @default 0 */ radius: number; /** * The type of the object, mainly used to avoid `instanceof` checks * @default PIXI.SHAPES.CIRC * @see PIXI.SHAPES */ readonly type: SHAPES.CIRC; /** * @param x - The X coordinate of the center of this circle * @param y - The Y coordinate of the center of this circle * @param radius - The radius of the circle */ constructor(x?: number, y?: number, radius?: number); /** * Creates a clone of this Circle instance * @returns A copy of the Circle */ clone(): Circle; /** * Checks whether the x and y coordinates given are contained within this circle * @param x - The X coordinate of the point to test * @param y - The Y coordinate of the point to test * @returns Whether the x/y coordinates are within this Circle */ contains(x: number, y: number): boolean; /** * Returns the framing rectangle of the circle as a Rectangle object * @returns The framing rectangle */ getBounds(): Rectangle; toString(): string; } /** * Conversion factor for converting degrees to radians. * @static * @member {number} * @memberof PIXI */ export declare const DEG_TO_RAD: number; /** * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. * @memberof PIXI */ export declare class Ellipse { /** @default 0 */ x: number; /** @default 0 */ y: number; /** @default 0 */ width: number; /** @default 0 */ height: number; /** * The type of the object, mainly used to avoid `instanceof` checks * @default PIXI.SHAPES.ELIP * @see PIXI.SHAPES */ readonly type: SHAPES.ELIP; /** * @param x - The X coordinate of the center of this ellipse * @param y - The Y coordinate of the center of this ellipse * @param halfWidth - The half width of this ellipse * @param halfHeight - The half height of this ellipse */ constructor(x?: number, y?: number, halfWidth?: number, halfHeight?: number); /** * Creates a clone of this Ellipse instance * @returns {PIXI.Ellipse} A copy of the ellipse */ clone(): Ellipse; /** * Checks whether the x and y coordinates given are contained within this ellipse * @param x - The X coordinate of the point to test * @param y - The Y coordinate of the point to test * @returns Whether the x/y coords are within this ellipse */ contains(x: number, y: number): boolean; /** * Returns the framing rectangle of the ellipse as a Rectangle object * @returns The framing rectangle */ getBounds(): Rectangle; toString(): string; } declare type GD8Symmetry = number; /** * Implements the dihedral group D8, which is similar to * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; * D8 is the same but with diagonals, and it is used for texture * rotations. * * The directions the U- and V- axes after rotation * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. * * **Origin:**
* This is the small part of gameofbombs.com portal system. It works. * @see PIXI.groupD8.E * @see PIXI.groupD8.SE * @see PIXI.groupD8.S * @see PIXI.groupD8.SW * @see PIXI.groupD8.W * @see PIXI.groupD8.NW * @see PIXI.groupD8.N * @see PIXI.groupD8.NE * @author Ivan @ivanpopelyshev * @namespace PIXI.groupD8 * @memberof PIXI */ export declare const groupD8: { /** * | Rotation | Direction | * |----------|-----------| * | 0° | East | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ E: number; /** * | Rotation | Direction | * |----------|-----------| * | 45°↻ | Southeast | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ SE: number; /** * | Rotation | Direction | * |----------|-----------| * | 90°↻ | South | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ S: number; /** * | Rotation | Direction | * |----------|-----------| * | 135°↻ | Southwest | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ SW: number; /** * | Rotation | Direction | * |----------|-----------| * | 180° | West | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ W: number; /** * | Rotation | Direction | * |-------------|--------------| * | -135°/225°↻ | Northwest | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ NW: number; /** * | Rotation | Direction | * |-------------|--------------| * | -90°/270°↻ | North | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ N: number; /** * | Rotation | Direction | * |-------------|--------------| * | -45°/315°↻ | Northeast | * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ NE: number; /** * Reflection about Y-axis. * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ MIRROR_VERTICAL: number; /** * Reflection about the main diagonal. * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ MAIN_DIAGONAL: number; /** * Reflection about X-axis. * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ MIRROR_HORIZONTAL: number; /** * Reflection about reverse diagonal. * @memberof PIXI.groupD8 * @constant {PIXI.GD8Symmetry} */ REVERSE_DIAGONAL: number; /** * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. * @returns {PIXI.GD8Symmetry} The X-component of the U-axis * after rotating the axes. */ uX: (ind: GD8Symmetry) => GD8Symmetry; /** * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis * after rotating the axes. */ uY: (ind: GD8Symmetry) => GD8Symmetry; /** * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. * @returns {PIXI.GD8Symmetry} The X-component of the V-axis * after rotating the axes. */ vX: (ind: GD8Symmetry) => GD8Symmetry; /** * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis * after rotating the axes. */ vY: (ind: GD8Symmetry) => GD8Symmetry; /** * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite * is needed. Only rotations have opposite symmetries while * reflections don't. * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` */ inv: (rotation: GD8Symmetry) => GD8Symmetry; /** * Composes the two D8 operations. * * Taking `^` as reflection: * * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | * |-------|-----|-----|-----|-----|------|-------|-------|-------| * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | * * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which * is the row in the above cayley table. * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which * is the column in the above cayley table. * @returns {PIXI.GD8Symmetry} Composed operation */ add: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry) => GD8Symmetry; /** * Reverse of `add`. * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} rotationSecond - Second operation * @param {PIXI.GD8Symmetry} rotationFirst - First operation * @returns {PIXI.GD8Symmetry} Result */ sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry) => GD8Symmetry; /** * Adds 180 degrees to rotation, which is a commutative * operation. * @memberof PIXI.groupD8 * @param {number} rotation - The number to rotate. * @returns {number} Rotated number */ rotate180: (rotation: number) => number; /** * Checks if the rotation angle is vertical, i.e. south * or north. It doesn't work for reflections. * @memberof PIXI.groupD8 * @param {PIXI.GD8Symmetry} rotation - The number to check. * @returns {boolean} Whether or not the direction is vertical */ isVertical: (rotation: GD8Symmetry) => boolean; /** * Approximates the vector `V(dx,dy)` into one of the * eight directions provided by `groupD8`. * @memberof PIXI.groupD8 * @param {number} dx - X-component of the vector * @param {number} dy - Y-component of the vector * @returns {PIXI.GD8Symmetry} Approximation of the vector into * one of the eight symmetries. */ byDirection: (dx: number, dy: number) => GD8Symmetry; /** * Helps sprite to compensate texture packer rotation. * @memberof PIXI.groupD8 * @param {PIXI.Matrix} matrix - sprite world matrix * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. * @param {number} tx - sprite anchoring * @param {number} ty - sprite anchoring */ matrixAppendRotationInv: (matrix: Matrix, rotation: GD8Symmetry, tx?: number, ty?: number) => void; }; export declare interface IPoint extends IPointData { copyFrom(p: IPointData): this; copyTo(p: T): T; equals(p: IPointData): boolean; set(x?: number, y?: number): void; } export declare interface IPointData extends GlobalMixins.IPointData { x: number; y: number; } export declare type IShape = Circle | Ellipse | Polygon | Rectangle | RoundedRectangle; export declare interface ISize { width: number; height: number; } /** * The PixiJS Matrix as a class makes it a lot faster. * * Here is a representation of it: * ```js * | a | c | tx| * | b | d | ty| * | 0 | 0 | 1 | * ``` * @memberof PIXI */ export declare class Matrix { /** @default 1 */ a: number; /** @default 0 */ b: number; /** @default 0 */ c: number; /** @default 1 */ d: number; /** @default 0 */ tx: number; /** @default 0 */ ty: number; array: Float32Array | null; /** * @param a - x scale * @param b - y skew * @param c - x skew * @param d - y scale * @param tx - x translation * @param ty - y translation */ constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); /** * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: * * a = array[0] * b = array[1] * c = array[3] * d = array[4] * tx = array[2] * ty = array[5] * @param array - The array that the matrix will be populated from. */ fromArray(array: number[]): void; /** * Sets the matrix properties. * @param a - Matrix component * @param b - Matrix component * @param c - Matrix component * @param d - Matrix component * @param tx - Matrix component * @param ty - Matrix component * @returns This matrix. Good for chaining method calls. */ set(a: number, b: number, c: number, d: number, tx: number, ty: number): this; /** * Creates an array from the current Matrix object. * @param transpose - Whether we need to transpose the matrix or not * @param [out=new Float32Array(9)] - If provided the array will be assigned to out * @returns The newly created array which contains the matrix */ toArray(transpose: boolean, out?: Float32Array): Float32Array; /** * Get a new position with the current transformation applied. * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) * @param pos - The origin * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) * @returns {PIXI.Point} The new point, transformed through this matrix */ apply

(pos: IPointData, newPos?: P): P; /** * Get a new position with the inverse of the current transformation applied. * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) * @param pos - The origin * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) * @returns {PIXI.Point} The new point, inverse-transformed through this matrix */ applyInverse

(pos: IPointData, newPos?: P): P; /** * Translates the matrix on the x and y. * @param x - How much to translate x by * @param y - How much to translate y by * @returns This matrix. Good for chaining method calls. */ translate(x: number, y: number): this; /** * Applies a scale transformation to the matrix. * @param x - The amount to scale horizontally * @param y - The amount to scale vertically * @returns This matrix. Good for chaining method calls. */ scale(x: number, y: number): this; /** * Applies a rotation transformation to the matrix. * @param angle - The angle in radians. * @returns This matrix. Good for chaining method calls. */ rotate(angle: number): this; /** * Appends the given Matrix to this Matrix. * @param matrix - The matrix to append. * @returns This matrix. Good for chaining method calls. */ append(matrix: Matrix): this; /** * Sets the matrix based on all the available properties * @param x - Position on the x axis * @param y - Position on the y axis * @param pivotX - Pivot on the x axis * @param pivotY - Pivot on the y axis * @param scaleX - Scale on the x axis * @param scaleY - Scale on the y axis * @param rotation - Rotation in radians * @param skewX - Skew on the x axis * @param skewY - Skew on the y axis * @returns This matrix. Good for chaining method calls. */ setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number, scaleY: number, rotation: number, skewX: number, skewY: number): this; /** * Prepends the given Matrix to this Matrix. * @param matrix - The matrix to prepend * @returns This matrix. Good for chaining method calls. */ prepend(matrix: Matrix): this; /** * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * @param transform - The transform to apply the properties to. * @returns The transform with the newly applied properties */ decompose(transform: Transform): Transform; /** * Inverts this matrix * @returns This matrix. Good for chaining method calls. */ invert(): this; /** * Resets this Matrix to an identity (default) matrix. * @returns This matrix. Good for chaining method calls. */ identity(): this; /** * Creates a new Matrix object with the same values as this one. * @returns A copy of this matrix. Good for chaining method calls. */ clone(): Matrix; /** * Changes the values of the given matrix to be the same as the ones in this matrix * @param matrix - The matrix to copy to. * @returns The matrix given in parameter with its values updated. */ copyTo(matrix: Matrix): Matrix; /** * Changes the values of the matrix to be the same as the ones in given matrix * @param {PIXI.Matrix} matrix - The matrix to copy from. * @returns {PIXI.Matrix} this */ copyFrom(matrix: Matrix): this; toString(): string; /** * A default (identity) matrix * @readonly */ static get IDENTITY(): Matrix; /** * A temp matrix * @readonly */ static get TEMP_MATRIX(): Matrix; } export declare interface ObservablePoint extends GlobalMixins.Point, IPoint { } /** * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents * the position on the horizontal axis and `y` represents the position on the vertical axis. * * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. * @memberof PIXI */ export declare class ObservablePoint implements IPoint { /** The callback function triggered when `x` and/or `y` are changed */ cb: (this: T) => any; /** The owner of the callback */ scope: any; _x: number; _y: number; /** * Creates a new `ObservablePoint` * @param cb - callback function triggered when `x` and/or `y` are changed * @param scope - owner of callback * @param {number} [x=0] - position of the point on the x axis * @param {number} [y=0] - position of the point on the y axis */ constructor(cb: (this: T) => any, scope: T, x?: number, y?: number); /** * Creates a clone of this point. * The callback and scope params can be overridden otherwise they will default * to the clone object's values. * @override * @param cb - The callback function triggered when `x` and/or `y` are changed * @param scope - The owner of the callback * @returns a copy of this observable point */ clone(cb?: (this: T) => any, scope?: any): ObservablePoint; /** * Sets the point to a new `x` and `y` position. * If `y` is omitted, both `x` and `y` will be set to `x`. * @param {number} [x=0] - position of the point on the x axis * @param {number} [y=x] - position of the point on the y axis * @returns The observable point instance itself */ set(x?: number, y?: number): this; /** * Copies x and y from the given point (`p`) * @param p - The point to copy from. Can be any of type that is or extends `IPointData` * @returns The observable point instance itself */ copyFrom(p: IPointData): this; /** * Copies this point's x and y into that of the given point (`p`) * @param p - The point to copy to. Can be any of type that is or extends `IPointData` * @returns The point (`p`) with values updated */ copyTo(p: T): T; /** * Accepts another point (`p`) and returns `true` if the given point is equal to this point * @param p - The point to check * @returns Returns `true` if both `x` and `y` are equal */ equals(p: IPointData): boolean; toString(): string; /** Position of the observable point on the x axis. */ get x(): number; set x(value: number); /** Position of the observable point on the y axis. */ get y(): number; set y(value: number); } /** * Two Pi. * @static * @member {number} * @memberof PIXI */ export declare const PI_2: number; export declare interface Point extends GlobalMixins.Point, IPoint { } /** * The Point object represents a location in a two-dimensional coordinate system, where `x` represents * the position on the horizontal axis and `y` represents the position on the vertical axis * @class * @memberof PIXI * @implements {IPoint} */ export declare class Point implements IPoint { /** Position of the point on the x axis */ x: number; /** Position of the point on the y axis */ y: number; /** * Creates a new `Point` * @param {number} [x=0] - position of the point on the x axis * @param {number} [y=0] - position of the point on the y axis */ constructor(x?: number, y?: number); /** * Creates a clone of this point * @returns A clone of this point */ clone(): Point; /** * Copies `x` and `y` from the given point into this point * @param p - The point to copy from * @returns The point instance itself */ copyFrom(p: IPointData): this; /** * Copies this point's x and y into the given point (`p`). * @param p - The point to copy to. Can be any of type that is or extends `IPointData` * @returns The point (`p`) with values updated */ copyTo(p: T): T; /** * Accepts another point (`p`) and returns `true` if the given point is equal to this point * @param p - The point to check * @returns Returns `true` if both `x` and `y` are equal */ equals(p: IPointData): boolean; /** * Sets the point to a new `x` and `y` position. * If `y` is omitted, both `x` and `y` will be set to `x`. * @param {number} [x=0] - position of the point on the `x` axis * @param {number} [y=x] - position of the point on the `y` axis * @returns The point instance itself */ set(x?: number, y?: number): this; toString(): string; } /** * A class to define a shape via user defined coordinates. * @memberof PIXI */ export declare class Polygon { /** An array of the points of this polygon. */ points: number[]; /** `false` after moveTo, `true` after `closePath`. In all other cases it is `true`. */ closeStroke: boolean; /** * The type of the object, mainly used to avoid `instanceof` checks * @default PIXI.SHAPES.POLY * @see PIXI.SHAPES */ readonly type: SHAPES.POLY; constructor(points: IPointData[] | number[]); constructor(...points: IPointData[] | number[]); /** * Creates a clone of this polygon. * @returns - A copy of the polygon. */ clone(): Polygon; /** * Checks whether the x and y coordinates passed to this function are contained within this polygon. * @param x - The X coordinate of the point to test. * @param y - The Y coordinate of the point to test. * @returns - Whether the x/y coordinates are within this polygon. */ contains(x: number, y: number): boolean; toString(): string; } /** * Conversion factor for converting radians to degrees. * @static * @member {number} RAD_TO_DEG * @memberof PIXI */ export declare const RAD_TO_DEG: number; export declare interface Rectangle extends GlobalMixins.Rectangle { } /** * Size object, contains width and height * @memberof PIXI * @typedef {object} ISize@typedef {object} ISize * @property {number} width - Width component * @property {number} height - Height component */ /** * Rectangle object is an area defined by its position, as indicated by its top-left corner * point (x, y) and by its width and its height. * @memberof PIXI */ export declare class Rectangle { /** @default 0 */ x: number; /** @default 0 */ y: number; /** @default 0 */ width: number; /** @default 0 */ height: number; /** * The type of the object, mainly used to avoid `instanceof` checks * @default PIXI.SHAPES.RECT * @see PIXI.SHAPES */ readonly type: SHAPES.RECT; /** * @param x - The X coordinate of the upper-left corner of the rectangle * @param y - The Y coordinate of the upper-left corner of the rectangle * @param width - The overall width of the rectangle * @param height - The overall height of the rectangle */ constructor(x?: string | number, y?: string | number, width?: string | number, height?: string | number); /** Returns the left edge of the rectangle. */ get left(): number; /** Returns the right edge of the rectangle. */ get right(): number; /** Returns the top edge of the rectangle. */ get top(): number; /** Returns the bottom edge of the rectangle. */ get bottom(): number; /** A constant empty rectangle. */ static get EMPTY(): Rectangle; /** * Creates a clone of this Rectangle * @returns a copy of the rectangle */ clone(): Rectangle; /** * Copies another rectangle to this one. * @param rectangle - The rectangle to copy from. * @returns Returns itself. */ copyFrom(rectangle: Rectangle): Rectangle; /** * Copies this rectangle to another one. * @param rectangle - The rectangle to copy to. * @returns Returns given parameter. */ copyTo(rectangle: Rectangle): Rectangle; /** * Checks whether the x and y coordinates given are contained within this Rectangle * @param x - The X coordinate of the point to test * @param y - The Y coordinate of the point to test * @returns Whether the x/y coordinates are within this Rectangle */ contains(x: number, y: number): boolean; /** * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. * Returns true only if the area of the intersection is >0, this means that Rectangles * sharing a side are not overlapping. Another side effect is that an arealess rectangle * (width or height equal to zero) can't intersect any other rectangle. * @param {Rectangle} other - The Rectangle to intersect with `this`. * @param {Matrix} transform - The transformation matrix of `other`. * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. */ intersects(other: Rectangle, transform?: Matrix): boolean; /** * Pads the rectangle making it grow in all directions. * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. * @param paddingX - The horizontal padding amount. * @param paddingY - The vertical padding amount. * @returns Returns itself. */ pad(paddingX?: number, paddingY?: number): this; /** * Fits this rectangle around the passed one. * @param rectangle - The rectangle to fit. * @returns Returns itself. */ fit(rectangle: Rectangle): this; /** * Enlarges rectangle that way its corners lie on grid * @param resolution - resolution * @param eps - precision * @returns Returns itself. */ ceil(resolution?: number, eps?: number): this; /** * Enlarges this rectangle to include the passed rectangle. * @param rectangle - The rectangle to include. * @returns Returns itself. */ enlarge(rectangle: Rectangle): this; toString(): string; } /** * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its * top-left corner point (x, y) and by its width and its height and its radius. * @memberof PIXI */ export declare class RoundedRectangle { /** @default 0 */ x: number; /** @default 0 */ y: number; /** @default 0 */ width: number; /** @default 0 */ height: number; /** @default 20 */ radius: number; /** * The type of the object, mainly used to avoid `instanceof` checks * @default PIXI.SHAPES.RREC * @see PIXI.SHAPES */ readonly type: SHAPES.RREC; /** * @param x - The X coordinate of the upper-left corner of the rounded rectangle * @param y - The Y coordinate of the upper-left corner of the rounded rectangle * @param width - The overall width of this rounded rectangle * @param height - The overall height of this rounded rectangle * @param radius - Controls the radius of the rounded corners */ constructor(x?: number, y?: number, width?: number, height?: number, radius?: number); /** * Creates a clone of this Rounded Rectangle. * @returns - A copy of the rounded rectangle. */ clone(): RoundedRectangle; /** * Checks whether the x and y coordinates given are contained within this Rounded Rectangle * @param x - The X coordinate of the point to test. * @param y - The Y coordinate of the point to test. * @returns - Whether the x/y coordinates are within this Rounded Rectangle. */ contains(x: number, y: number): boolean; toString(): string; } /** * Constants that identify shapes, mainly to prevent `instanceof` calls. * @static * @memberof PIXI * @enum {number} * @property {number} POLY Polygon * @property {number} RECT Rectangle * @property {number} CIRC Circle * @property {number} ELIP Ellipse * @property {number} RREC Rounded Rectangle */ export declare enum SHAPES { POLY = 0, RECT = 1, CIRC = 2, ELIP = 3, RREC = 4 } export declare interface Transform extends GlobalMixins.Transform { } /** * Transform that takes care about its versions. * @memberof PIXI */ export declare class Transform { /** A default (identity) transform. */ static readonly IDENTITY: Transform; /** The world transformation matrix. */ worldTransform: Matrix; /** The local transformation matrix. */ localTransform: Matrix; /** The coordinate of the object relative to the local coordinates of the parent. */ position: ObservablePoint; /** The scale factor of the object. */ scale: ObservablePoint; /** The pivot point of the displayObject that it rotates around. */ pivot: ObservablePoint; /** The skew amount, on the x and y axis. */ skew: ObservablePoint; /** The locally unique ID of the parent's world transform used to calculate the current world transformation matrix. */ _parentID: number; /** The locally unique ID of the world transform. */ _worldID: number; /** The rotation amount. */ protected _rotation: number; /** * The X-coordinate value of the normalized local X axis, * the first column of the local transformation matrix without a scale. */ protected _cx: number; /** * The Y-coordinate value of the normalized local X axis, * the first column of the local transformation matrix without a scale. */ protected _sx: number; /** * The X-coordinate value of the normalized local Y axis, * the second column of the local transformation matrix without a scale. */ protected _cy: number; /** * The Y-coordinate value of the normalized local Y axis, * the second column of the local transformation matrix without a scale. */ protected _sy: number; /** The locally unique ID of the local transform. */ protected _localID: number; /** The locally unique ID of the local transform used to calculate the current local transformation matrix. */ protected _currentLocalID: number; constructor(); /** Called when a value changes. */ protected onChange(): void; /** Called when the skew or the rotation changes. */ protected updateSkew(): void; toString(): string; /** Updates the local transformation matrix. */ updateLocalTransform(): void; /** * Updates the local and the world transformation matrices. * @param parentTransform - The parent transform */ updateTransform(parentTransform: Transform): void; /** * Decomposes a matrix and sets the transforms properties based on it. * @param matrix - The matrix to decompose */ setFromMatrix(matrix: Matrix): void; /** The rotation of the object in radians. */ get rotation(): number; set rotation(value: number); } export { }