fixed #1743: Adding an additional transform for CCNode.

* The additional transform will be concatenated at the end of nodeToParentTransform.
             It could be used to simulate `parent-child` relationship between two nodes (e.g. one is in BatchNode, another isn't).
<pre>
        // create a batchNode
        CCSpriteBatchNode* batch= CCSpriteBatchNode::create("Icon-114.png");
        this->addChild(batch);
     
        // create two sprites, spriteA will be added to batchNode, they are using different textures.
        CCSprite* spriteA = CCSprite::createWithTexture(batch->getTexture());
        CCSprite* spriteB = CCSprite::create("Icon-72.png");

        batch->addChild(spriteA); 
     
        // We can't make spriteB as spriteA's child since they use different textures. So just add it to layer.
        // But we want to simulate `parent-child` relationship for these two node.
        this->addChild(spriteB); 

        //position
        spriteA->setPosition(ccp(200, 200));
     
        // Gets the spriteA's transform.
        CCAffineTransform t = spriteA->nodeToParentTransform();
     
        // Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
        spriteB->setAdditionalTransform(t);

        //scale
        spriteA->setScale(2);
     
        // Gets the spriteA's transform.
        t = spriteA->nodeToParentTransform();
     
        // Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
        spriteB->setAdditionalTransform(t);

        //rotation
        spriteA->setRotation(20);
     
        // Gets the spriteA's transform.
        t = spriteA->nodeToParentTransform();
     
        // Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
        spriteB->setAdditionalTransform(t);
</pre>