add a transform in CCNode

...ship but we still need to maintain transformation  parent-child
        Example:
          GameObject_Parent(CCNode; create from CCNode)
                 GameObject_sub1(CCNode; Create from the same CCSpriteBatchNode,the node's parent is CCLayer )
                        RenderComponents1( Create form the same CCSpriteBatchNode)
                        Components2
                        ....
                 GameObject_sub2 (CCNode; Create from the CCNode,the node's parent is GameObject_Parent )
                       RenderComponents1( not used batchNode)
         Now, GameObject_sub1 not GameObject_Parent node, but I want it to simulate the change of the son is GameObject_Parent;
         I Need additional the father's matrix  in child Node ;


Example:(in cocos2d-x HelloWorldScene.cpp)
        //create batchNode
  	CCSpriteBatchNode* batch=  CCSpriteBatchNode::create("Icon.png");
	this->addChild(batch);
	//create sprite
	CCSprite* parent = CCSprite::createWithTexture(batch->getTexture());
	CCSprite* sub = CCSprite::create("Icon-72.png");	
	batch->addChild(parent);
	this->addChild(sub);  // it is not parent's sub

	//position
	parent->setPosition(ccp(200, 200));
	CCAffineTransform t = parent->nodeToParentTransform();
	sub->translateFromOtherNode(t);
	
	//scale
	parent->setScale(2);
	t = parent->nodeToParentTransform();
	sub->translateFromOtherNode(t);
	
	//rotation
	parent->setRotation(20);
	t = parent->nodeToParentTransform();
	sub->translateFromOtherNode(t);