/****************************************************************************
 Copyright (c) 2008-2010 Ricardo Quesada
 Copyright (c) 2011-2012 cocos2d-x.org
 Copyright (c) 2013-2014 Chukong Technologies Inc.

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 of this software and associated documentation files (the "Software"), to deal
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 The above copyright notice and this permission notice shall be included in
 all copies or substantial portions of the Software.

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 ****************************************************************************/

/**
 * <p>cc.AffineTransform class represent an affine transform matrix. It's composed basically by translation, rotation, scale transformations.<br/>
 * Please do not use its constructor directly, use cc.affineTransformMake alias function instead.
 * </p>
 * @class cc.AffineTransform
 * @param {Number} a
 * @param {Number} b
 * @param {Number} c
 * @param {Number} d
 * @param {Number} tx
 * @param {Number} ty
 * @see cc.affineTransformMake
 */
cc.AffineTransform = function (a, b, c, d, tx, ty) {
    this.a = a;
    this.b = b;
    this.c = c;
    this.d = d;
    this.tx = tx;
    this.ty = ty;
};

/**
 * Create a cc.AffineTransform object with all contents in the matrix
 * @function
 * 
 * @param {Number} a
 * @param {Number} b
 * @param {Number} c
 * @param {Number} d
 * @param {Number} tx
 * @param {Number} ty
 * @return {cc.AffineTransform}
 */
cc.affineTransformMake = function (a, b, c, d, tx, ty) {
    return {a: a, b: b, c: c, d: d, tx: tx, ty: ty};
};

/**
 * Apply the affine transformation on a point.
 * @function
 * 
 * @param {cc.Point} point
 * @param {cc.AffineTransform} t
 * @return {cc.Point}
 */
cc.pointApplyAffineTransform = function (point, t) {
    return {x: t.a * point.x + t.c * point.y + t.tx, y: t.b * point.x + t.d * point.y + t.ty};
};

cc._pointApplyAffineTransform = function (x, y, t) {
    return {x: t.a * x + t.c * y + t.tx,
        y: t.b * x + t.d * y + t.ty};
};

/**
 * Apply the affine transformation on a size.
 * @function
 * 
 * @param {cc.Size} size
 * @param {cc.AffineTransform} t
 * @return {cc.Size}
 */
cc.sizeApplyAffineTransform = function (size, t) {
    return {width: t.a * size.width + t.c * size.height, height: t.b * size.width + t.d * size.height};
};

/**
 * <p>Create a identity transformation matrix: <br/>
 * [ 1, 0, 0, <br/>
 *   0, 1, 0 ]</p>
 * @function
 * 
 * @return {cc.AffineTransform}
 */
cc.affineTransformMakeIdentity = function () {
    return {a: 1.0, b: 0.0, c: 0.0, d: 1.0, tx: 0.0, ty: 0.0};
};

/**
 * <p>Create a identity transformation matrix: <br/>
 * [ 1, 0, 0, <br/>
 *   0, 1, 0 ]</p>
 * @function
 * 
 * @return {cc.AffineTransform}
 * @deprecated since v3.0, please use cc.affineTransformMakeIdentity() instead
 * @see cc.affineTransformMakeIdentity
 */
cc.affineTransformIdentity = function () {
    return {a: 1.0, b: 0.0, c: 0.0, d: 1.0, tx: 0.0, ty: 0.0};
};

/**
 * Apply the affine transformation on a rect.
 * @function
 * 
 * @param {cc.Rect} rect
 * @param {cc.AffineTransform} anAffineTransform
 * @return {cc.Rect}
 */
cc.rectApplyAffineTransform = function (rect, anAffineTransform) {
    var top = cc.rectGetMinY(rect);
    var left = cc.rectGetMinX(rect);
    var right = cc.rectGetMaxX(rect);
    var bottom = cc.rectGetMaxY(rect);

    var topLeft = cc._pointApplyAffineTransform(left, top, anAffineTransform);
    var topRight = cc._pointApplyAffineTransform(right, top, anAffineTransform);
    var bottomLeft = cc._pointApplyAffineTransform(left, bottom, anAffineTransform);
    var bottomRight = cc._pointApplyAffineTransform(right, bottom, anAffineTransform);

    var minX = Math.min(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x);
    var maxX = Math.max(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x);
    var minY = Math.min(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y);
    var maxY = Math.max(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y);

    return cc.rect(minX, minY, (maxX - minX), (maxY - minY));
};

cc._rectApplyAffineTransformIn = function(rect, anAffineTransform){
    var top = cc.rectGetMinY(rect);
    var left = cc.rectGetMinX(rect);
    var right = cc.rectGetMaxX(rect);
    var bottom = cc.rectGetMaxY(rect);

    var topLeft = cc._pointApplyAffineTransform(left, top, anAffineTransform);
    var topRight = cc._pointApplyAffineTransform(right, top, anAffineTransform);
    var bottomLeft = cc._pointApplyAffineTransform(left, bottom, anAffineTransform);
    var bottomRight = cc._pointApplyAffineTransform(right, bottom, anAffineTransform);

    var minX = Math.min(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x);
    var maxX = Math.max(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x);
    var minY = Math.min(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y);
    var maxY = Math.max(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y);

    rect.x = minX;
    rect.y = minY;
    rect.width = maxX - minX;
    rect.height = maxY - minY;
    return rect;
};

/**
 * Create a new affine transformation with a base transformation matrix and a translation based on it.
 * @function
 * 
 * @param {cc.AffineTransform} t The base affine transform object
 * @param {Number} tx The translation on x axis
 * @param {Number} ty The translation on y axis
 * @return {cc.AffineTransform}
 */
cc.affineTransformTranslate = function (t, tx, ty) {
    return {
        a: t.a,
        b: t.b,
        c: t.c,
        d: t.d,
        tx: t.tx + t.a * tx + t.c * ty,
        ty: t.ty + t.b * tx + t.d * ty
    };
};

/**
 * Create a new affine transformation with a base transformation matrix and a scale based on it.
 * @function
 * @param {cc.AffineTransform} t The base affine transform object
 * @param {Number} sx The scale on x axis
 * @param {Number} sy The scale on y axis
 * @return {cc.AffineTransform}
 */
cc.affineTransformScale = function (t, sx, sy) {
    return {a: t.a * sx, b: t.b * sx, c: t.c * sy, d: t.d * sy, tx: t.tx, ty: t.ty};
};

/**
 * Create a new affine transformation with a base transformation matrix and a rotation based on it.
 * @function
 * @param {cc.AffineTransform} aTransform The base affine transform object
 * @param {Number} anAngle  The angle to rotate
 * @return {cc.AffineTransform}
 */
cc.affineTransformRotate = function (aTransform, anAngle) {
    var fSin = Math.sin(anAngle);
    var fCos = Math.cos(anAngle);

    return {a: aTransform.a * fCos + aTransform.c * fSin,
        b: aTransform.b * fCos + aTransform.d * fSin,
        c: aTransform.c * fCos - aTransform.a * fSin,
        d: aTransform.d * fCos - aTransform.b * fSin,
        tx: aTransform.tx,
        ty: aTransform.ty};
};

/**
 * Concatenate a transform matrix to another and return the result:<br/>
 * t' = t1 * t2
 * @function
 * @param {cc.AffineTransform} t1 The first transform object
 * @param {cc.AffineTransform} t2 The transform object to concatenate
 * @return {cc.AffineTransform} The result of concatenation
 */
cc.affineTransformConcat = function (t1, t2) {
    return {a: t1.a * t2.a + t1.b * t2.c,                          //a
        b: t1.a * t2.b + t1.b * t2.d,                               //b
        c: t1.c * t2.a + t1.d * t2.c,                               //c
        d: t1.c * t2.b + t1.d * t2.d,                               //d
        tx: t1.tx * t2.a + t1.ty * t2.c + t2.tx,                    //tx
        ty: t1.tx * t2.b + t1.ty * t2.d + t2.ty};				    //ty
};

/**
 * Return true if an affine transform equals to another, false otherwise.
 * @function
 * @param {cc.AffineTransform} t1
 * @param {cc.AffineTransform} t2
 * @return {Boolean}
 */
cc.affineTransformEqualToTransform = function (t1, t2) {
    return ((t1.a === t2.a) && (t1.b === t2.b) && (t1.c === t2.c) && (t1.d === t2.d) && (t1.tx === t2.tx) && (t1.ty === t2.ty));
};

/**
 * Get the invert transform of an AffineTransform object
 * @function
 * @param {cc.AffineTransform} t
 * @return {cc.AffineTransform} The inverted transform object
 */
cc.affineTransformInvert = function (t) {
    var determinant = 1 / (t.a * t.d - t.b * t.c);
    return {a: determinant * t.d, b: -determinant * t.b, c: -determinant * t.c, d: determinant * t.a,
        tx: determinant * (t.c * t.ty - t.d * t.tx), ty: determinant * (t.b * t.tx - t.a * t.ty)};
};
