/* * Copyright (C)2005-2013 Haxe Foundation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ // This file is generated, do not edit! package js.html.svg; /**

Many of SVG's graphics operations utilize 2x3 matrices of the form:

[a c e]
[b d f]

which, when expanded into a 3x3 matrix for the purposes of matrix arithmetic, become:

[a c e]
[b d f]
[0 0 1]

An SVGMatrix object can be designated as read only, which means that attempts to modify the object will result in an exception being thrown.



Documentation for this class was provided by MDN. */ @:native("SVGMatrix") extern class Matrix { var a : Float; var b : Float; var c : Float; var d : Float; var e : Float; var f : Float; function flipX() : Matrix; function flipY() : Matrix; function inverse() : Matrix; function multiply( secondMatrix : Matrix ) : Matrix; function rotate( angle : Float ) : Matrix; function rotateFromVector( x : Float, y : Float ) : Matrix; function scale( scaleFactor : Float ) : Matrix; function scaleNonUniform( scaleFactorX : Float, scaleFactorY : Float ) : Matrix; function skewX( angle : Float ) : Matrix; function skewY( angle : Float ) : Matrix; function translate( x : Float, y : Float ) : Matrix; }