ShadingConnection.h

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#ifndef MAYA_ShadingConnection
#define MAYA_ShadingConnection

// ShadingConnection.h

// DESCRIPTION:  This class stores useful information about
//                               a shader's attribute, including what's connected upstream of it.
//                               It also automatically passes through shader switches.
//
// The ShadingConnection is a helper class that stores useful information 
// about a shader's attribute, including what's connected upstream of it.
//
// It can:
//              Traverse upstream until it finds if the connection is ultimately 
// on a constant color, or a shading object. This process goes through 
// shading switches if it encounters some. The object/color found is called
// the "target".
//
// At the end of this process, the following information is stored:
// 1. Target type: whether or not the connection ends up on a shading 
//                                 object (for example: file texture), or a constant 
//                                 color (ex: bright red).
// 2. Target identity: either the color, or the target object itself. Note
//                                         that the caller is responsible to first check the type
//                                         before calling color() or object().
// 3. Directness: Whether or not the connection was direct (ie: there was
//                                no shading switch in between the source and the target)
//                            or indirect (ie: there were shading switches in between.)
//
// In order to traverse the shading network, we need the name of the shape.
//
// AUTHOR: Christian Laforte
//

#include <maya/MColor.h>

class ShadingConnection
{
public:
        enum TYPE
        {
                CONSTANT_COLOR, 
                TEXTURE
        };

        ShadingConnection(MObject shaderObj, MString shapeName, MString attribute = "");

        TYPE traverseAttribute(MString attributeName);
        
        TYPE analyzePlug(MPlug plug);
        
        TYPE traverseTripleShadingSwitch(MObject connectedObject);

        TYPE type();

        MColor constantColor();

        MObject texture();

        MObject shaderObj();

        MString shaderName();

        MString attributeName();

        MString shapeName();

        TYPE setConstantColor(MColor col);
        TYPE setTexture(MObject texture);

        bool isDirectConnection();

        
private:
        // Input
        MObject m_shaderObj;
        MString m_attributeName;
        MString m_shapeName;

        // Output       
        TYPE m_type;
        MColor m_constantColor;
        MObject m_texture;
        bool m_directConnection;


};


#endif // MAYA_ShadingConnection

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