示例#1
0
 private void DrawActors()
 {
     // Actor 1.
     TheOpenGL.PushMatrix();
     TheOpenGL.Translate(MainForm.OutputVectors[3].X * 5f, MainForm.OutputVectors[3].Y * 5f, -MainForm.OutputVectors[3].Z);
     TheOpenGL.Rotate(0f, 0f,
                      (float)Math.Atan(
                          (MainForm.OutputVectors[3].Y - MainForm.OutputVectors[4].Y) /
                          (MainForm.OutputVectors[3].X - MainForm.OutputVectors[4].X)
                          ) * 180f / (float)Math.PI
                      );
     Actor1.Bind(TheOpenGL);
     TheOpenGL.Begin(OpenGL.GL_QUADS);
     TheOpenGL.Color(1f, 1f, 1f);
     TheOpenGL.TexCoord(0f, 1f); TheOpenGL.Vertex(-(0.239f / 2), -(0.326f / 2), 0f);
     TheOpenGL.TexCoord(1f, 1f); TheOpenGL.Vertex((0.239f / 2), -(0.326f / 2), 0f);
     TheOpenGL.TexCoord(1f, 0f); TheOpenGL.Vertex((0.239f / 2), (0.326f / 2), 0f);
     TheOpenGL.TexCoord(0f, 0f); TheOpenGL.Vertex(-(0.239f / 2), (0.326f / 2), 0f);
     TheOpenGL.End();
     TheOpenGL.PopMatrix();
     // Actor 2.
     TheOpenGL.PushMatrix();
     TheOpenGL.Translate(MainForm.OutputVectors[5].X * 5f, MainForm.OutputVectors[5].Y * 5f, -MainForm.OutputVectors[5].Z);
     TheOpenGL.Rotate(0f, 0f,
                      (float)Math.Atan(
                          (MainForm.OutputVectors[6].Y - MainForm.OutputVectors[5].Y) /
                          (MainForm.OutputVectors[6].X - MainForm.OutputVectors[5].X)
                          ) * 180f / (float)Math.PI
                      );
     Actor2.Bind(TheOpenGL);
     TheOpenGL.Begin(OpenGL.GL_QUADS);
     TheOpenGL.Color(1f, 1f, 1f);
     TheOpenGL.TexCoord(0f, 1f); TheOpenGL.Vertex(-(0.239f / 2), -(0.326f / 2), 0f);
     TheOpenGL.TexCoord(1f, 1f); TheOpenGL.Vertex((0.239f / 2), -(0.326f / 2), 0f);
     TheOpenGL.TexCoord(1f, 0f); TheOpenGL.Vertex((0.239f / 2), (0.326f / 2), 0f);
     TheOpenGL.TexCoord(0f, 0f); TheOpenGL.Vertex(-(0.239f / 2), (0.326f / 2), 0f);
     TheOpenGL.End();
     TheOpenGL.PopMatrix();
     // Actor 3.
     //TheOpenGL.PushMatrix();
     //TheOpenGL.Translate(MainForm.OutputVectors[5].X, MainForm.OutputVectors[5].Y, -MainForm.OutputVectors[5].Z);
     //TheOpenGL.Rotate(0f, 0f,
     //    (float)Math.Atan(
     //    (MainForm.OutputVectors[6].Y - MainForm.OutputVectors[5].Y) /
     //    (MainForm.OutputVectors[6].X - MainForm.OutputVectors[5].X)
     //    ) * 180f / (float)Math.PI
     //    );
     //Actor3.Bind(TheOpenGL);
     //TheOpenGL.Begin(OpenGL.GL_QUADS);
     //TheOpenGL.Color(1f, 1f, 1f);
     //TheOpenGL.TexCoord(0f, 1f); TheOpenGL.Vertex(-(0.239f / 2), -(0.326f / 2), 0f);
     //TheOpenGL.TexCoord(1f, 1f); TheOpenGL.Vertex((0.239f / 2), -(0.326f / 2), 0f);
     //TheOpenGL.TexCoord(1f, 0f); TheOpenGL.Vertex((0.239f / 2), (0.326f / 2), 0f);
     //TheOpenGL.TexCoord(0f, 0f); TheOpenGL.Vertex(-(0.239f / 2), (0.326f / 2), 0f);
     //TheOpenGL.End();
     //TheOpenGL.PopMatrix();
 }
示例#2
0
 public override int GetHashCode()
 {
     return(Name.GetHashCode() ^ Genre.GetHashCode() ^ Studio.GetHashCode() ^ Director.GetHashCode() ^ Actor1.GetHashCode() ^ Actor2.GetHashCode() ^ Profit.GetHashCode());
 }
示例#3
0
 /// <summary>
 /// Dėl pakeisto Equals metodo, pakeičiamas GetHashCode metodas
 /// </summary>
 /// <returns></returns>
 public override int GetHashCode()
 {
     return(Name.GetHashCode() ^ Genre.GetHashCode() ^ Studio.GetHashCode() ^ Actor1.GetHashCode() ^ Actor2.GetHashCode() ^ StartDate.GetHashCode() ^ Episodes.GetHashCode() ^ EndDate.GetHashCode() ^ Airing.GetHashCode());
 }