
#ifndef _MFnLight
#define _MFnLight
//
//-
// ==========================================================================
// Copyright (C) 1995 - 2006 Autodesk, Inc., and/or its licensors.  All 
// rights reserved.
// 
// The coded instructions, statements, computer programs, and/or related 
// material (collectively the "Data") in these files contain unpublished 
// information proprietary to Autodesk, Inc. ("Autodesk") and/or its 
// licensors,  which is protected by U.S. and Canadian federal copyright law 
// and by international treaties.
// 
// The Data may not be disclosed or distributed to third parties or be 
// copied or duplicated, in whole or in part, without the prior written 
// consent of Autodesk.
// 
// The copyright notices in the Software and this entire statement, 
// including the above license grant, this restriction and the following 
// disclaimer, must be included in all copies of the Software, in whole 
// or in part, and all derivative works of the Software, unless such copies 
// or derivative works are solely in the form of machine-executable object 
// code generated by a source language processor.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. 
// AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED 
// WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF 
// NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, 
// OR ARISING FROM A COURSE OF DEALING, USAGE, OR TRADE PRACTICE. IN NO 
// EVENT WILL AUTODESK AND/OR ITS LICENSORS BE LIABLE FOR ANY LOST 
// REVENUES, DATA, OR PROFITS, OR SPECIAL, DIRECT, INDIRECT, OR 
// CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK AND/OR ITS LICENSORS HAS 
// BEEN ADVISED OF THE POSSIBILITY OR PROBABILITY OF SUCH DAMAGES. 
// ==========================================================================
//+
//
// CLASS:    MFnLight
//
// *****************************************************************************
//
// CLASS DESCRIPTION (MFnLight)
// 
// MFnLight allows the creation and manipulation of dependency graph nodes 
// representing lights.  This is the top level of a hierarchy of light 
// node function sets.  It permits manipulation of the attributes common to
// all types of lights.
//
// *****************************************************************************

#if defined __cplusplus

// *****************************************************************************

// INCLUDED HEADER FILES


#include <maya/MFnDagNode.h>
#include <maya/MObject.h>
#include <maya/MStatus.h>

// *****************************************************************************

// DECLARATIONS

class MPoint;
class MFloatVector;
class MColor;
class MDagPath;

// *****************************************************************************

// CLASS DECLARATION (MFnLight)

/// Manage dependency graph nodes representing lights
/**
  MFnLight allows manipulation of dependency graph nodes representing lights.
*/
#ifdef _WIN32
#pragma warning(disable: 4522)
#endif // _WIN32

class OPENMAYA_EXPORT MFnLight : public MFnDagNode 
{

	declareDagMFn(MFnLight,MFnDagNode);
public:
	///
	MColor       color( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setColor( const MColor &col );
	///
	float        intensity( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setIntensity( const float& intens );
	///
	bool         useRayTraceShadows( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setUseRayTraceShadows( const bool& useRayTraceShadows );
	///
	MColor       shadowColor( MStatus * ReturnStatus = NULL ) const;
	///
    MStatus      setShadowColor( const MColor& shadow_color );
	///
	double       centerOfIllumination( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setCenterOfIllumination( const double& dist );
	///
	short        numShadowSamples( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setNumShadowSamples( const short& num_shadow_samples );
	///
	short        rayDepthLimit( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setRayDepthLimit( const short& rayDepthLimit );
	///
    MColor       opticalFXvisibility( MStatus * ReturnStatus = NULL ) const;
	///
	MStatus      setOpticalFXvisibility( const MColor& visibility );
	///
	MColor       lightIntensity( MStatus * ReturnStatus = NULL ) const;
	///
	MFloatVector lightDirection( int instance, MSpace::Space space = MSpace::kWorld, MStatus * ReturnStatus = NULL ) const;
	///
	MFloatVector lightDirection( MStatus * ReturnStatus = NULL ) const;
	///
	bool         lightAmbient( MStatus * ReturnStatus = NULL ) const;
	///
	bool         lightDiffuse( MStatus * ReturnStatus = NULL ) const;
	///
	bool         lightSpecular( MStatus * ReturnStatus = NULL ) const;



protected:
// No protected members

private:
// No private members

};

#ifdef _WIN32
#pragma warning(default: 4522)
#endif // _WIN32

// *****************************************************************************
#endif /* __cplusplus */
#endif /* _MFnLight */
