Scale() public méthode

public Scale ( double xScale, double yScale ) : void
xScale double
yScale double
Résultat void
        /// <summary>
        ///  given a List of 2D vectors, a position, orientation and scale,
        ///  this function transforms the 2D vectors into the object's world space
        ///
        /// </summary>
        /// <param name="points"></param>
        /// <param name="pos"></param>
        /// <param name="forward"></param>
        /// <param name="side"></param>
        /// <param name="scale"></param>
        /// <returns></returns>
        public static List <Vector2D> WorldTransform(List <Vector2D> points,
                                                     Vector2D pos,
                                                     Vector2D forward,
                                                     Vector2D side,
                                                     Vector2D scale)
        {
            //copy the original vertices into the buffer about to be transformed
            List <Vector2D> TranVector2Ds = new List <Vector2D>();

            // make deep copy of buffer
            for (int pointIndex = 0; pointIndex < points.Count; pointIndex++)
            {
                TranVector2Ds.Add(new Vector2D(points[pointIndex]));
            }

            //create a transformation matrix
            Matrix2D matTransform = new Matrix2D();

            //scale
            if ((scale.X != 1.0) || (scale.Y != 1.0))
            {
                matTransform.Scale((float)scale.X, (float)scale.Y);
            }

            //rotate
            matTransform.Rotate(forward, side);

            //matTransform.Rotate(190.0 * (3.14159 / 180));

            //and translate
            matTransform.Translate(pos.X, pos.Y);

            //now transform the object's vertices
            matTransform.TransformVector2Ds(TranVector2Ds);

            return(TranVector2Ds);
        }
        /// <summary>
        ///  given a List of 2D vectors, a position, orientation and scale,
        ///  this function transforms the 2D vectors into the object's world space
        /// 
        /// </summary>
        /// <param name="points"></param>
        /// <param name="pos"></param>
        /// <param name="forward"></param>
        /// <param name="side"></param>
        /// <param name="scale"></param>
        /// <returns></returns>
        public static List<Vector2D> WorldTransform(List<Vector2D> points,
                                                    Vector2D pos,
                                                    Vector2D forward,
                                                    Vector2D side,
                                                    Vector2D scale)
        {
            //copy the original vertices into the buffer about to be transformed
            List<Vector2D> TranVector2Ds = new List<Vector2D>();
            
            // make deep copy of buffer
            for (int pointIndex = 0; pointIndex < points.Count; pointIndex++)
            {
                TranVector2Ds.Add(new Vector2D(points[pointIndex]));
            }

            //create a transformation matrix
            Matrix2D matTransform = new Matrix2D();

            //scale
            if ((scale.X != 1.0) || (scale.Y != 1.0))
            {
                matTransform.Scale((float)scale.X, (float)scale.Y);
            }

            //rotate
            matTransform.Rotate(forward, side);

            //matTransform.Rotate(190.0 * (3.14159 / 180));

            //and translate
            matTransform.Translate(pos.X, pos.Y);

            //now transform the object's vertices
            matTransform.TransformVector2Ds(TranVector2Ds);

            return TranVector2Ds;
        }