// Shave and a Haircut // (c) 2019 Epic Games // US Patent 6720962 //******************************************************** // // Sample callback functions // //******************************************************** #include "shaveSDKTYPES.h" #include "shaveSDKCALLBACKS2.h" void SHAVE2apply_inst_color(WFTYPE *instance_geom, int hairID, int slgID, unsigned long shaveINSTID) { } VERT SHAVE2displace_root(VERT *root,CURVEINFO *ci,int ID) { VERT ret; ret.x=0; ret.y=0; ret.z=0; return ret; } int SHAVE2progress(int actual, int estimated_total) { int killit=0; printf ("actuall = %d estimated = %d\n",actual,estimated_total); return killit; } void SHAVE2coord_convertTOSHAVE(VERT *in) { } void SHAVE2coord_convertFROMSHAVE(VERT *in) { } float SHAVE2apply_texture(CURVEINFO *ci,VERT rest_root_worldpos,unsigned long shaveINSTID, int parm, float inbound_value) { ci->u=20.0; ci->v=2.0; return inbound_value; } void MAYA2external_forces(VERT *lastpos, VERT *velocity,int y) { } VERT SHAVE2apply_illumination(int LIGHTID, VERT wpos,VERT vector, VERT color) { return color; } extern float SHAVE2apply_falloff(int lightNUM, VERT pos,float cone) { return(cone); } void SHAVE2apply_illuminationWF(int LIGHTID, WFTYPE *samples) { } VERT SHAVE2apply_atmosphere(VERT wpos,VERT inbound_color ) { return(inbound_color); } float SHAVE2apply_VMAP(long SHAVEINSTID,int VERTID,int chan, float inbound_value) { return(inbound_value); }