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// 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);	
}