         let originY:CGFloat = rect.origin.y
         let width:CGFloat = rect.size.width
         let height:CGFloat = rect.size.height
+        let width_2:CGFloat = width / 2.0
+        let height_2:CGFloat = height / 2.0
+        let centerX:CGFloat = width_2 + originX
+        let centerY:CGFloat = height_2 + originY
         let deltaSpaceWidth:CGFloat = modelWidth - width
         let deltaSpaceHeight:CGFloat = modelHeight - height
         

            {
                context.addLine(to:positionPoint)
            }
            
            print("\(positionPoint)")
        }
        
        context.closePath()

        
        let zoomedWidth:CGFloat = modelWidth * zoom
        let zoomedHeight:CGFloat = modelHeight * zoom
        let radiusWidth:CGFloat = zoomedWidth / 2.0
        let radiusHeight:CGFloat = zoomedHeight / 2.0
        let rotationFactor:CGFloat = DNode.kPi2 / CGFloat(sides)
        let startingAngle:CGFloat = -CGFloat(M_PI_2)
        
        for index:Int in 0 ..< sides
        {
            let thisIndex:CGFloat = CGFloat(index) + 1
            let thisAngle:CGFloat = (thisIndex * rotationFactor) + startingAngle
            let cosineRotation:CGFloat = cos(thisAngle) * radiusWidth
            let sineRotation:CGFloat = sin(thisAngle) * radiusHeight
            let positionX:CGFloat = centerX + cosineRotation
            let positionY:CGFloat = centerY + sineRotation
            let positionPoint:CGPoint = CGPoint(
                x:positionX,
                y:positionY)
