/**
 * The MIT License (MIT)
 *
 * Copyright (c) 2012-2017 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.
 */
namespace dragonBones {
    /**
     * - The base class of the transform object.
     * @see dragonBones.Transform
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - 变换对象的基类。
     * @see dragonBones.Transform
     * @version DragonBones 4.5
     * @language zh_CN
     */
    export abstract class TransformObject extends BaseObject {
        /**
         * @private
         */
        protected static readonly _helpMatrix: Matrix = new Matrix();
        /**
         * @private
         */
        protected static readonly _helpTransform: Transform = new Transform();
        /**
         * @private
         */
        protected static readonly _helpPoint: Point = new Point();
        /**
         * - A matrix relative to the armature coordinate system.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 相对于骨架坐标系的矩阵。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        public readonly globalTransformMatrix: Matrix = new Matrix();
        /**
         * - A transform relative to the armature coordinate system.
         * @see #updateGlobalTransform()
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 相对于骨架坐标系的变换。
         * @see #updateGlobalTransform()
         * @version DragonBones 3.0
         * @language zh_CN
         */
        public readonly global: Transform = new Transform();
        /**
         * - The offset transform relative to the armature or the parent bone coordinate system.
         * @see #dragonBones.Bone#invalidUpdate()
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 相对于骨架或父骨骼坐标系的偏移变换。
         * @see #dragonBones.Bone#invalidUpdate()
         * @version DragonBones 3.0
         * @language zh_CN
         */
        public readonly offset: Transform = new Transform();
        /**
         * @private
         */
        public origin: Transform | null;
        /**
         * @private
         */
        public userData: any;
        /**
         * @private
         */
        protected _globalDirty: boolean;
        /**
         * @internal
         * @private
         */
        public _armature: Armature;
        /**
         * @internal
         * @private
         */
        public _parent: Bone;
        /**
         * @private
         */
        protected _onClear(): void {
            this.globalTransformMatrix.identity();
            this.global.identity();
            this.offset.identity();
            this.origin = null;
            this.userData = null;

            this._globalDirty = false;
            this._armature = null as any; //
            this._parent = null as any; //
        }
        /**
         * @internal
         * @private
         */
        public _setArmature(value: Armature | null): void {
            this._armature = value as any;
        }
        /**
         * @internal
         * @private
         */
        public _setParent(value: Bone | null): void {
            this._parent = value as any;
        }
        /**
         * - 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.
         * @example
         * <pre>
         *     bone.updateGlobalTransform();
         *     let rotation = bone.global.rotation;
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 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
         * <pre>
         *     bone.updateGlobalTransform();
         *     let rotation = bone.global.rotation;
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        public updateGlobalTransform(): void {
            if (this._globalDirty) {
                this._globalDirty = false;
                this.global.fromMatrix(this.globalTransformMatrix);
            }
        }
        /**
         * - The armature to which it belongs.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所属的骨架。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        public get armature(): Armature {
            return this._armature;
        }
        /**
         * - The parent bone to which it belongs.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所属的父骨骼。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        public get parent(): Bone {
            return this._parent;
        }
    }
}