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Description
What problem does this solve or what need does it fill?
There should be a way to scale the size of primitive shapes after creating them. Especially for ones which take multiple elements as input (Triangle, Polygon, Polyline), scaling before creating the shape can be a bit annoying.
Usecases:
- Scaling out the shape used in a gizmo, to avoid it overlapping
- Writing out the shape in easy to reason about sizes, and later scaling them before meshing/rendering.
- When a primitive shape is created outside of my own control
What solution would you like?
Ideally, there would be a method on all Primitive2d or Primitive3d shapes, which scales it according to what makes sense for it. For a circle, its a bit redundant as it would just multiply the radius, but for more complex shapes it quickly becomes a nice feature.
What alternative(s) have you considered?
Scaling at some later point, maybe while rendering Gizmos. I honestly can't say i have any reason why this isn't my preferred solution, it just feels less nice.
Additional context
None so far