void CS_DISPLAY_UPDATE(Bone *bone, DecorativeDisplay *decoDisplay, float dt, bool dirty)
{
	CS_RETURN_IF(!decoDisplay);

#if ENABLE_PHYSICS_DETECT
	if (dirty)
	{
		ColliderDetector *detector = decoDisplay->getColliderDetector();
		if (detector)
		{
			CCAffineTransform t = CCAffineTransformConcat(bone->nodeToArmatureTransform(), bone->getArmature()->nodeToWorldTransform());
			detector->updateTransform(t);
		}
	}
#endif
	
	
	switch(decoDisplay->getDisplayData()->displayType)
	{
	case CS_DISPLAY_SPRITE:
		CS_DISPLAY_SPRITE_UPDATE(bone, decoDisplay, dt, dirty); break;
	case CS_DISPLAY_PARTICLE:
		CS_DISPLAY_PARTICLE_UPDATE(bone, decoDisplay, dt, dirty); break; 
	case CS_DISPLAY_ARMATURE:
		CS_DISPLAY_ARMATURE_UPDATE(bone, decoDisplay, dt, dirty); break;
    case CS_DISPLAY_NODE:
        CS_DISPLAY_NODE_UPDATE(bone, decoDisplay, dt, dirty); break;
	default:
		break;
	}
}
void DisplayFactory::updateDisplay(Bone *bone, float dt, bool dirty)
{
    Node *display = bone->getDisplayRenderNode();
    CS_RETURN_IF(!display);

    switch(bone->getDisplayRenderNodeType())
    {
    case CS_DISPLAY_SPRITE:
        if (dirty)
        {
            static_cast<Skin*>(display)->updateArmatureTransform();
        }
        break;
    case CS_DISPLAY_PARTICLE:
        updateParticleDisplay(bone, display, dt);
        break;
    case CS_DISPLAY_ARMATURE:
        updateArmatureDisplay(bone, display, dt);
        break;
    default:
    {
        Mat4 transform = bone->getNodeToArmatureTransform();
        display->setAdditionalTransform(&transform);
    }
    break;
    }


#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
    if (dirty)
    {
        DecorativeDisplay *decoDisplay = bone->getDisplayManager()->getCurrentDecorativeDisplay();
        ColliderDetector *detector = decoDisplay->getColliderDetector();
        if (detector)
        {
            do
            {
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
                CC_BREAK_IF(!detector->getBody());
#endif

                Mat4 displayTransform = display->getNodeToParentTransform();
                Vec2 anchorPoint =  display->getAnchorPointInPoints();
                anchorPoint = PointApplyTransform(anchorPoint, displayTransform);
                displayTransform.m[12] = anchorPoint.x;
                displayTransform.m[13] = anchorPoint.y;
                Mat4 t = TransformConcat( bone->getArmature()->getNodeToParentTransform(),displayTransform);
                detector->updateTransform(t);
            }
            while (0);
        }
    }
#endif
}