// AcisTorusSurf.cpp: implementation of the AcisTorusSurf class. // ////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include <tokenizer.h> #include <AcisLib.h> #include <AcisTorusSurf.h> ACISLIB_IMPLEMENT_FUNC(AcisTorusSurf , AcisSurf , TYPELIST({_T("torus-surface") , NULL})) ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// /** @brief */ AcisTorusSurf::AcisTorusSurf(const TCHAR* pType,const long& nIndex) : AcisSurf(pType,nIndex) { m_bReversed = false; } AcisTorusSurf::~AcisTorusSurf() { } /** @brief return origin of torus @author humkyung @date 2014.11.06
// AcisConeSurf.cpp: implementation of the AcisConeSurf class. // ////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include <tokenizer.h> #include <AcisLib.h> #include <AcisConeSurf.h> ACISLIB_IMPLEMENT_FUNC(AcisConeSurf , AcisSurf , TYPELIST({_T("cone-surface") , NULL})) ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// /** @brief */ AcisConeSurf::AcisConeSurf(const TCHAR* pType,const long& nIndex) : AcisSurf(pType,nIndex) { m_dDelta = 0; } /** @brief */ AcisConeSurf::~AcisConeSurf() { } /**
/* * Grid shapes. I do some macro ickery here to ensure that my enum * and the various forms of my name list always match up. */ #define TYPELIST(A) \ A(CROSS,Cross,cross) \ A(OCTAGON,Octagon,octagon) \ A(RANDOM,Random,random) /* _("Cross"), _("Octagon"), _("Random") */ #define ENUM(upper,title,lower) TYPE_ ## upper, #define TITLE(upper,title,lower) #title, #define LOWER(upper,title,lower) #lower, #define CONFIG(upper,title,lower) ":" #title enum { TYPELIST(ENUM) TYPECOUNT }; static char const *const pegs_titletypes[] = { TYPELIST(TITLE) }; static char const *const pegs_lowertypes[] = { TYPELIST(LOWER) }; #define TYPECONFIG TYPELIST(CONFIG) #define FLASH_FRAME 0.13F struct game_params { int w, h; int type; }; struct game_state { int w, h; int completed; unsigned char *grid; };
// AcisVertex.cpp: implementation of the AcisVertex class. // ////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include <math.h> #include "../app.framework/Tokenizer.h" #include <AcisLib.h> #include <AcisVertex.h> ACISLIB_IMPLEMENT_FUNC(AcisVertex , AcisEntity , TYPELIST({_T("vertex") , _T("tvertex-vertex") , NULL})) ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// /** @brief */ AcisVertex::AcisVertex(const TCHAR* pType , const long& nIndex) : AcisEntity(pType,nIndex) { m_nEdgeIndex = -1L; m_nPointIndex = 0L; } /** \brief */ AcisVertex::~AcisVertex() { }