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(); }
public override int GetHashCode() { return(Name.GetHashCode() ^ Genre.GetHashCode() ^ Studio.GetHashCode() ^ Director.GetHashCode() ^ Actor1.GetHashCode() ^ Actor2.GetHashCode() ^ Profit.GetHashCode()); }
/// <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()); }