             {
                 // Figure out the two sides
                 if (rotation % 90 != 0)
-                {			
+                {           
                     // Normalize angles with absolute value > 360 
                     var normalizedAngle:Number = rotation % 360;
                     // Normalize negative angles

                ty = targetBounds.top + targetBounds.height / 2;
            else
                ty += targetOrigin.y;
            matrix.translate(tx, ty);	
        }
        else
        {

     */
    private static var commonMatrix:Matrix = new Matrix();
    
    //--------------------------------------------------------------------------
    //
    //  Properties
    //
    //--------------------------------------------------------------------------

    //----------------------------------
    //  matrix
    //----------------------------------
    
    /**
     *  @private
     */
    override public function set matrix(value:Matrix):void
    {
        scaleX = NaN;
        super.matrix = value;
    }

    //----------------------------------
    //  scaleX
    //----------------------------------
    
