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# 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