anchor.diff:      
       Ranger.RectApplyAffineTransformTo(polygon.aabbox, accumBox, transform);
   
  -    if (children != null) {
  -      // Iterate children collecting Bounding Boxes
  -      for(PolygonNode child in children) {
  -        if (child.visible) {
  -          // Recurse into children
  -          Ranger.MutableRectangle<double> childBox = child._calcParentAABB(transform);
  -          
  -          // Accumulate bounds. Union child bbox.
  -          accumBox.union(childBox);
  -          
  -          // Return bbox back to pool for next child.
  -          childBox.moveToPool();
  -        }
  -      }
  -    }
  +//    if (children != null) {
  +//      // Iterate children collecting Bounding Boxes
  +//      for(PolygonNode child in children) {
  +//        if (child.visible) {
  +//          // Recurse into children
  +//          Ranger.MutableRectangle<double> childBox = child._calcParentAABB(transform);
  +//          
  +//          // Accumulate bounds. Union child bbox.
  +//          accumBox.union(childBox);
  +//          
  +//          // Return bbox back to pool for next child.
  +//          childBox.moveToPool();
  +//        }
  +//      }
  +//    }
       
       transform.moveToPool();
       
  
positive.code:   @override
    bool init() {
      if (super.init()) {
        initGroupingBehavior(this);
        
        return true;
      }
  
negative.code:     Ranger.AffineTransform transform = nodeToWorldTransform();
      Ranger.RectangleApplyAffineTransform(worldAABBox, transform);
  
  //    if (children == null)
  //      return worldAABBox;
  //
  //    // Iterate children collecting Bounding Boxes
  //    for(Ranger.Node child in children) {
  //      if (child is PolygonNode) {
  //        if (child.visible) {
  //          Ranger.MutableRectangle<double> bbox = child._calcAABBOfChild(transform);
  //  
  //          // Accumulate bounds. Union aabbox to bbox
  //          worldAABBox.union(bbox);
  //  
  //          bbox.moveToPool();    // Return to pool.
  //        }
  //      }
  //    }
  
      transform.moveToPool();
  
  