/// <summary> /// Constructs the optimal ITransform2D object for the supplied x and y axes. /// </summary> /// <param name="xAxis">The xAxis to use for the world to physical transform.</param> /// <param name="yAxis">The yAxis to use for the world to physical transform.</param> /// <returns>An ITransform2D derived object for converting from world to physical coordinates.</returns> public static ITransform2D GetTransformer(PhysicalAxis xAxis, PhysicalAxis yAxis) { ITransform2D ret = null; // if (xAxis.Axis.IsLinear && yAxis.Axis.IsLinear && !xAxis.Axis.Reversed && !yAxis.Axis.Reversed) // ret = new FastTransform2D( xAxis, yAxis ); // else // ret = new DefaultTransform2D( xAxis, yAxis ); ret = new DefaultTransform2D (xAxis, yAxis); return ret; }
/// <summary> /// Constructs the optimal ITransform2D object for the supplied x and y axes. /// </summary> /// <param name="xAxis">The xAxis to use for the world to physical transform.</param> /// <param name="yAxis">The yAxis to use for the world to physical transform.</param> /// <returns>An ITransform2D derived object for converting from world to physical coordinates.</returns> public static ITransform2D GetTransformer(PhysicalAxis xAxis, PhysicalAxis yAxis) { ITransform2D ret = null; // if (xAxis.Axis.IsLinear && yAxis.Axis.IsLinear && !xAxis.Axis.Reversed && !yAxis.Axis.Reversed) // ret = new FastTransform2D( xAxis, yAxis ); // else // ret = new DefaultTransform2D( xAxis, yAxis ); ret = new DefaultTransform2D(xAxis, yAxis); return(ret); }