/**
 * The MIT License (MIT)
 *
 * Copyright (c) 2012-2018 DragonBones team and other contributors
 *
 * 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.
 */
import { BaseObject } from "../core/index.js";
import { Matrix, Transform, Point } from "../geom/index.js";
import { Armature } from "./Armature.js";
/**
 * [en] The base class of the transform object.
 *
 * [zh] 变换对象的基类。
 *
 * @see Transform
 * @version DragonBones 4.5
 */
export declare abstract class TransformObject extends BaseObject {
    protected static readonly _helpMatrix: Matrix;
    protected static readonly _helpTransform: Transform;
    protected static readonly _helpPoint: Point;
    /**
     * [en] A matrix relative to the armature coordinate system.
     *
     * [zh] 相对于骨架坐标系的矩阵。
     *
     * @version DragonBones 3.0
     */
    readonly globalTransformMatrix: Matrix;
    /**
     * [en] A transform relative to the armature coordinate system.
     *
     * [zh] 相对于骨架坐标系的变换。
     *
     * @see #updateGlobalTransform()
     * @version DragonBones 3.0
     */
    readonly global: Transform;
    /**
     * [en] The offset transform relative to the armature or the parent bone coordinate system.
     *
     * [zh] 相对于骨架或父骨骼坐标系的偏移变换。
     *
     * @see Bone#invalidUpdate()
     * @version DragonBones 3.0
     */
    readonly offset: Transform;
    /**
     * @private
     */
    origin: Transform | null;
    /**
     * @private
     */
    userData: any;
    protected _globalDirty: boolean;
    /**
     * @internal
     */
    _alpha: number;
    /**
     * @internal
     */
    _globalAlpha: number;
    /**
     * @internal
     */
    _armature: Armature;
    /**
     */
    protected _onClear(): void;
    /**
     * [en] For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible,
     * some engines do not rely on these attributes to update rendering, such as Egret.
     * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale.
     *
     * [zh] 出于性能的考虑，骨骼或插槽的 {@link #global} 属性中的旋转或缩放并不总是正确可访问的，有些引擎并不依赖这些属性更新渲染，比如 Egret。
     * 使用此方法可以保证访问到 {@link #global} 属性中正确的旋转或缩放。
     *
     * @example
     * ```ts
     *     bone.updateGlobalTransform();
     *     let rotation = bone.global.rotation;
     * ```
     * @version DragonBones 3.0
     */
    updateGlobalTransform(): void;
    /**
     * [en] The armature to which it belongs.
     *
     * [zh] 所属的骨架。
     *
     * @version DragonBones 3.0
     */
    get armature(): Armature;
}
