// Shave and a Haircut // (c) 2019 Epic Games // US Patent 6720962 //#include #include "math.h" //#define GLUT_DISABLE_ATEXIT_HACK 1 //#define GLUT_BUILDING_LIB 1 int GLOBAL_VERBOSE =1; #define _MAC 1 #define MAC 1 #define INTEL 1 // // The following are taken from Maya's OpenMayaMac.h file, with all of the Maya // API-specific stuff removed. // #define NOMINMAX #define national #define STYLEAPP #ifdef __cplusplus # define __ANSI_CPP__ #endif #define _BOOL #define AL_STYLE #define OSMac_ 1 #if defined(__MACH__) # define OSMac_MachO_ 1 #else # define OSMac_CFM_ 1 #endif #define TARGET_API_MAC_CARBON 1 // Need this so that we can check MAC_OS_X_VERSION_10_3 // #if defined(OSMac_MachO_) # include #endif #if defined(OSMac_MachO_) && !defined(MAC_OS_X_VERSION_10_3) # define sqrtf sqrt # define cosf cos # define sinf sin # define tanf tan # define acosf acos # define asinf asin # define atanf atan # define logf log # define expf exp # define atan2f atan2 # define powf pow #endif #if defined(OSMac_MachO_) # include #endif #if defined(OSMac_MachO_) #define __CF_USE_FRAMEWORK_INCLUDES__ 1 // Need to include CarbonCore.h before cmath gets included. This is a bug in // the Apple system headers #include // Darwin "check" macro in "AssertMacros.h" collides with API routines // #undef check #endif // End of stuff from OpenMayaMac.h #if defined(OSMac_CFM_) #include #endif #define NOTBROKEN 1 // you need this for anything #define LIB 1 // you need this for lw, maya and soft //#define RENDERLW 1 // you need this for lw //#define VOLUMETRICLW 1 //#define DLL 1 // you need this for rman & LW //#define MKVOX 1 // you need this for rman //#define BROKEN 1 // is this a demo version? //#define NOLIB 1 // this is the interactive #define SOFTIMAGE 1 //#define C4D 1 #define MAYA3D 1 //#define EXTERNAL_COLLISION 1 //define PUBLICSDK 1 #include "newshave.h" #ifdef MAC #ifndef HUGE #define HUGE 100000000.0f; #endif #endif #include "miscops.c" HWND globhWnd; //#include "lwran.h" #include "platform.c" // This function does any needed initialization on the rendering // context. Here it sets up and initializes the lighting for // the scene. char thewholepath[255]; VERT vxm( Matrix, VERT ); int main_entry( int argc, char **argv ); int slcheck( void ); #ifdef NOLIB int main_entry( int argc, char **argv ) { // INITIALIZE GLUT INTERFACE, OPEN WINDOW GlutInit( &argc, argv, 800, 600 ); // glutInit_ATEXIT_HACK(&argc, argv, 800, 600); globhWnd = GetForegroundWindow( ); G_loaded = 2; if( slcheck( ) ) joemain( ); // initializes menus etc //if (!slcheck()) DRAW_STATUS(neg1); glutMainLoop( ); return ( 0 ); } #endif #include "mathstuff.c" #include "test.c"