#ifndef _MFnAmbientLight
#define _MFnAmbientLight
//-
// ==========================================================================
// 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// material (collectively the "Data") in these files contain unpublished
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// and by international treaties.
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// 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.
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// NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE,
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//+
//
// CLASS:    MFnAmbientLight
//
// ****************************************************************************

#if defined __cplusplus

// ****************************************************************************
// INCLUDED HEADER FILES


#include <maya/MFnDagNode.h>
#include <maya/MObject.h>
#include <maya/MStatus.h>
#include <maya/MFnLight.h>

// ****************************************************************************
// CLASS DECLARATION (MFnAmbientLight)

//! \ingroup OpenMaya MFn
//! \brief Manage Ambient Light dependency Nodes.
/*!
MFnAmbientLight facilitates creation and manipulation of ambient light
dependency graph nodes.
*/
class OPENMAYA_EXPORT MFnAmbientLight : public MFnLight
{
	declareDagMFn(MFnAmbientLight,MFnLight);
public:
	MObject     create( bool UIvisible = true, MStatus * ReturnStatus = NULL );
	MObject     create( const MObject& parent, bool UIvisible = true,
				  bool wantTransform = false, MStatus * ReturnStatus = NULL );
	float       ambientShade( MStatus * ReturnStatus = NULL ) const;
	MStatus     setAmbientShade( const float& ambient_shade );
	bool        castSoftShadows( MStatus * ReturnStatus = NULL ) const;
	MStatus     setCastSoftShadows( const bool& cast_soft_shadows );
	float       shadowRadius( MStatus * ReturnStatus = NULL ) const;
	MStatus     setShadowRadius( const float& shadow_radius );

BEGIN_NO_SCRIPT_SUPPORT:

 	declareDagMFnConstConstructor( MFnAmbientLight,MFnLight );

	//!	NO SCRIPT SUPPORT
	MObject     create( const MObject& parent, bool UIvisible = true,
											   MStatus * ReturnStatus = NULL );

END_NO_SCRIPT_SUPPORT:

protected:
// No protected members

private:
// No private members
};

#endif /* __cplusplus */
#endif /* _MFnAmbientLight */
