var math = require('../math');
/**
* Generic class to deal with traditional 2D matrix transforms
* This will be reworked in v4.1, please do not use it yet unless you know what are you doing!
*
* @class
* @memberof PIXI
*/
function TransformManual()
{
/**
* @member {PIXI.Matrix} The global matrix transform
*/
this.worldTransform = new math.Matrix();
/**
* @member {PIXI.Matrix} The local matrix transform
*/
this.localTransform = new math.Matrix();
this._worldID = 0;
}
TransformManual.prototype.constructor = TransformManual;
/**
* Updates the values of the object and applies the parent's transform.
* @param parentTransform {PIXI.Transform} The transform of the parent of this object
*
*/
TransformManual.prototype.updateTransform = function (parentTransform)
{
var pt = parentTransform.worldTransform;
var wt = this.worldTransform;
var lt = this.localTransform;
// 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._worldID ++;
};
module.exports = TransformManual;