var math = require('../math');
/**
* The Point object represents a location in a two-dimensional coordinate system, where x represents
* the horizontal axis and y represents the vertical axis.
*
* @class
* @memberof PIXI
* @param [x=0] {number} position of the point on the x axis
* @param [y=0] {number} position of the point on the y axis
*/
function Transform()
{
this.worldTransform = new math.Matrix();
this.localTransform = new math.Matrix();
this.position = new math.Point(0.0);
this.scale = new math.Point(1,1);
this.pivot = new math.Point(0.0);
this.skew = new math.Point(0.0);
this.rotation = 0;
this._sr = Math.sin(0);
this._cr = Math.cos(0);
this.dirty = true;
}
Transform.prototype.constructor = Transform;
Transform.prototype.updateTransform = function (parentTransform)
{
var pt = parentTransform.worldTransform;
var wt = this.worldTransform;
var lt = this.localTransform;
if(this.dirty)
{
// get the matrix values of the displayobject based on its transform properties..
lt.a = this._cr * this.scale.x;
lt.b = this._sr * this.scale.x;
lt.c = -this._sr * this.scale.y;
lt.d = this._cr * this.scale.y;
lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c);
lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d);
}
if(this.dirty || parent.dirty)
{
// concat the parent matrix with the objects transform.
wt.a = lt.a * pt.a + lt.b * pt.c;
wt.b = lt.a * pt.b + lt.b * pt.d;
wt.c = lt.c * pt.a + lt.d * pt.c;
wt.d = lt.c * pt.b + lt.d * pt.d;
wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx;
wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty;
// this.dirty = false;
// return true;
}
// this.dirty = false;
// return false;
}
module.exports = Transform;