import type { mat4, quat, vec2, vec3 } from 'gl-matrix'; /** * do RTS transformation for 2D/3D */ export interface Transform { dirtyFlag: boolean; localDirtyFlag: boolean; frozen: boolean; /** * local space RTS */ localPosition: vec3; localRotation: quat; localScale: vec3; localTransform: mat4; /** * @see https://www.w3.org/TR/css-transforms-1/#SkewDefined */ localSkew: vec2; /** * world space RTS */ position: vec3; rotation: quat; scaling: vec3; worldTransform: mat4; /** * the origin of scaling and rotation */ origin: vec3; } //# sourceMappingURL=Transform.d.ts.map