/**
 * - 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;
}
