text: /**
   * Hilo 1.1.2 for commonjs
   * Copyright 2016 alibaba.com
   * Licensed under the MIT License
   */
  var Class = require('../core/Class');
  
  
  
  /**
   * @language=en
   * @class Matrix class is a transforming matrix, which declare how points in one coordinate maped to another coordinate.
   * @param {Number} a The value affects pixel positioning alongside the x axis when Scale or rotate images.
   * @param {Number} b The value affects pixel positioning alongside the y axis when rotate or skew images.
   * @param {Number} c The value affects pixel positioning alongside the x axis when rotate or skew images.
   * @param {Number} d The value affects pixel positioning alongside the y axis when Scale or rotate images.
   * @param {Number} tx The distance to move every point alongside the x axis.
   * @param {Number} ty The distance to move every point alongside the y axis.
   * @module hilo/geom/Matrix
   * @requires hilo/core/Class
   */
  var Matrix = Class.create(/** @lends Matrix.prototype */{
      constructor: 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;
      },
  
      /**
       * @language=en
       * Link a Matrix to current Matrix, in order to make geometry effects on these two composed more effective.
       * @param {Matrix} mtx Matrix that link to the source matrix.
       * @returns {Matrix} A Matrix Object.
       */
      concat: function(mtx){
          var args = arguments,
              a = this.a, b = this.b, c = this.c, d = this.d,
              tx = this.tx, ty = this.ty;
  
          var ma, mb, mc, md, mx, my;
          if(args.length >= 6){
              ma = args[0];
              mb = args[1];
              mc = args[2];
              md = args[3];
              mx = args[4];
              my = args[5];
          }
          else{
              ma = mtx.a;
              mb = mtx.b;
              mc = mtx.c;
              md = mtx.d;
              mx = mtx.tx;
              my = mtx.ty;
          }
  
          this.a = a * ma + b * mc;
          this.b = a * mb + b * md;
          this.c = c * ma + d * mc;
          this.d = c * mb + d * md;
          this.tx = tx * ma + ty * mc + mx;
          this.ty = tx * mb + ty * md + my;
          return this;
      },
  
      /**
       * @language=en
       * Rotate the Matrix Object.
       * @param {Number} angle The angle to rotate.
       * @returns {Matrix} A Matrix object.
       */
      rotate: function(angle){
          var sin = Math.sin(angle), cos = Math.cos(angle),
              a = this.a, b = this.b, c = this.c, d = this.d,
              tx = this.tx, ty = this.ty;
  
          this.a = a * cos - b * sin;
          this.b = a * sin + b * cos;
          this.c = c * cos - d * sin;
          this.d = c * sin + d * cos;
          this.tx = tx * cos - ty * sin;
          this.ty = tx * sin + ty * cos;
          return this;
      },
  
      /**
       * @language=en
       * Scale the Matrix.
       * @param {Number} sx The value to multiply those object scale alongside the x axis.
       * @param {Number} sy The value to multiply those object scale alongside the y axis.
       * @returns {Matrix} A Matrix object.
       */
      scale: function(sx, sy){
          this.a *= sx;
          this.d *= sy;
          this.c *= sx;
          this.b *= sy;
          this.tx *= sx;
          this.ty *= sy;
          return this;
      },
  
      /**
       * @language=en
       * Translate the Matrix alongside x axis and y axis by dx and dy.
       * @param {Number} dx Translate Matrix alongside the x axis to the right (measured in px).
       * @param {Number} dy Translate Matrix alongside the y axis to the right (measured in px).
       * @returns {Matrix} A Matrix object.
       */
      translate: function(dx, dy){
          this.tx += dx;
          this.ty += dy;
          return this;
      },
  
      /**
       * @language=en
       * Set each Matrix property a value to trigger null transform. The Matrix after applying identity matrix transformation will be exactly the same as original.
       * @returns {Matrix} A Matrix object.
       */
      identity: function(){
          this.a = this.d = 1;
          this.b = this.c = this.tx = this.ty = 0;
          return this;
      },
  
      /**
       * @language=en
       * Apply an invert transformation of original Matrix. Using this invert transformation, you can reset a Matrix to a state before it had been apply some Matrix.
       * @returns {Matrix} A Matrix object.
       */
      invert: function(){
          var a = this.a;
          var b = this.b;
          var c = this.c;
          var d = this.d;
          var tx = this.tx;
          var i = a * d - b * c;
  
          this.a = d / i;
          this.b = -b / i;
          this.c = -c / i;
          this.d = a / i;
          this.tx = (c * this.ty - d * tx) / i;
          this.ty = -(a * this.ty - b * tx) / i;
          return this;
      },
  
      /**
       * @language=en
       * Return the result after apply a Matrix displaying transform on the point.
       * @param {Object} point Point need to transform.
       * @param {Boolean} round Whether ceil the coordinate values of the point.
       * @param {Boolean} returnNew Whether return a new point.
       * @returns {Object} 由应用矩阵转换所产生的点。
       */
      transformPoint: function(point, round, returnNew){
          var x = point.x * this.a + point.y * this.c + this.tx,
              y = point.x * this.b + point.y * this.d + this.ty;
  
          if(round){
              x = x + 0.5 >> 0;
              y = y + 0.5 >> 0;
          }
          if(returnNew) return {x:x, y:y};
          point.x = x;
          point.y = y;
          return point;
      }
  
  });
  
  
  module.exports = Matrix;