#import // https://drafts.fxtf.org/geometry/#dommatrix // FIXME: LegacyWindowAlias currently doesn't do anything. [Exposed=(Window,Worker), Serializable, LegacyWindowAlias=(SVGMatrix, WebKitCSSMatrix), UseNewAKString] interface DOMMatrix : DOMMatrixReadOnly { constructor(optional (DOMString or sequence) init); // FIXME: [NewObject] static DOMMatrix fromMatrix(optional DOMMatrixInit other = {}); // FIXME: [NewObject] static DOMMatrix fromFloat32Array(Float32Array array32); // FIXME: [NewObject] static DOMMatrix fromFloat64Array(Float64Array array64); // These attributes are simple aliases for certain elements of the 4x4 matrix inherit attribute unrestricted double a; inherit attribute unrestricted double b; inherit attribute unrestricted double c; inherit attribute unrestricted double d; inherit attribute unrestricted double e; inherit attribute unrestricted double f; inherit attribute unrestricted double m11; inherit attribute unrestricted double m12; inherit attribute unrestricted double m13; inherit attribute unrestricted double m14; inherit attribute unrestricted double m21; inherit attribute unrestricted double m22; inherit attribute unrestricted double m23; inherit attribute unrestricted double m24; inherit attribute unrestricted double m31; inherit attribute unrestricted double m32; inherit attribute unrestricted double m33; inherit attribute unrestricted double m34; inherit attribute unrestricted double m41; inherit attribute unrestricted double m42; inherit attribute unrestricted double m43; inherit attribute unrestricted double m44; // Mutable transform methods // FIXME: DOMMatrix multiplySelf(optional DOMMatrixInit other = {}); // FIXME: DOMMatrix preMultiplySelf(optional DOMMatrixInit other = {}); // FIXME: DOMMatrix translateSelf(optional unrestricted double tx = 0, optional unrestricted double ty = 0, optional unrestricted double tz = 0); // FIXME: DOMMatrix scaleSelf(optional unrestricted double scaleX = 1, optional unrestricted double scaleY, optional unrestricted double scaleZ = 1, optional unrestricted double originX = 0, optional unrestricted double originY = 0, optional unrestricted double originZ = 0); // FIXME: DOMMatrix scale3dSelf(optional unrestricted double scale = 1, optional unrestricted double originX = 0, optional unrestricted double originY = 0, optional unrestricted double originZ = 0); // FIXME: DOMMatrix rotateSelf(optional unrestricted double rotX = 0, optional unrestricted double rotY, optional unrestricted double rotZ); // FIXME: DOMMatrix rotateFromVectorSelf(optional unrestricted double x = 0, optional unrestricted double y = 0); // FIXME: DOMMatrix rotateAxisAngleSelf(optional unrestricted double x = 0, optional unrestricted double y = 0, optional unrestricted double z = 0, optional unrestricted double angle = 0); // FIXME: DOMMatrix skewXSelf(optional unrestricted double sx = 0); // FIXME: DOMMatrix skewYSelf(optional unrestricted double sy = 0); DOMMatrix invertSelf(); // FIXME: [Exposed=Window] DOMMatrix setMatrixValue(DOMString transformList); };