Added Generation Output
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146
BlendFile/DNA/Material.cs
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146
BlendFile/DNA/Material.cs
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// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
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namespace BlendFile.DNA {
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public class Material {
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public ID id;
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public AnimData ptr_adt;
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public short flag;
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public char surface_render_method;
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public char[] _pad1 = new System.Char[1];
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public float r;
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public float g;
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public float b;
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public float a;
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public float specr;
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public float specg;
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public float specb;
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public float alpha;
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public float ray_mirror;
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public float spec;
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public float gloss_mir;
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public float roughness;
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public float metallic;
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public char use_nodes;
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public char pr_type;
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public short pr_texture;
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public short pr_flag;
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public short index;
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public bNodeTree ptr_nodetree;
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public Ipo ptr_ipo;
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public PreviewImage ptr_preview;
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public float[] line_col = new System.Single[4];
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public short line_priority;
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public short vcol_alpha;
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public short paint_active_slot;
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public short paint_clone_slot;
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public short tot_slots;
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public char displacement_method;
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public char thickness_mode;
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public float alpha_threshold;
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public float refract_depth;
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public char blend_method;
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public char blend_shadow;
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public char blend_flag;
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public char volume_intersection_method;
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public float inflate_bounds;
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public char[] _pad3 = new System.Char[4];
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public TexPaintSlot ptr_texpaintslot;
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public ListBase gpumaterial;
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public MaterialGPencilStyle ptr_gp_style;
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public MaterialLineArt lineart;
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public Material(
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ID id,
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AnimData ptr_adt,
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short flag,
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char surface_render_method,
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char[] _pad1,
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float r,
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float g,
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float b,
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float a,
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float specr,
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float specg,
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float specb,
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float alpha,
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float ray_mirror,
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float spec,
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float gloss_mir,
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float roughness,
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float metallic,
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char use_nodes,
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char pr_type,
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short pr_texture,
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short pr_flag,
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short index,
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bNodeTree ptr_nodetree,
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Ipo ptr_ipo,
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PreviewImage ptr_preview,
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float[] line_col,
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short line_priority,
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short vcol_alpha,
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short paint_active_slot,
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short paint_clone_slot,
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short tot_slots,
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char displacement_method,
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char thickness_mode,
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float alpha_threshold,
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float refract_depth,
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char blend_method,
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char blend_shadow,
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char blend_flag,
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char volume_intersection_method,
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float inflate_bounds,
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char[] _pad3,
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TexPaintSlot ptr_texpaintslot,
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ListBase gpumaterial,
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MaterialGPencilStyle ptr_gp_style,
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MaterialLineArt lineart) {
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this.id = id;
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this.ptr_adt = ptr_adt;
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this.flag = flag;
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this.surface_render_method = surface_render_method;
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this._pad1 = _pad1;
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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this.specr = specr;
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this.specg = specg;
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this.specb = specb;
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this.alpha = alpha;
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this.ray_mirror = ray_mirror;
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this.spec = spec;
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this.gloss_mir = gloss_mir;
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this.roughness = roughness;
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this.metallic = metallic;
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this.use_nodes = use_nodes;
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this.pr_type = pr_type;
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this.pr_texture = pr_texture;
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this.pr_flag = pr_flag;
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this.index = index;
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this.ptr_nodetree = ptr_nodetree;
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this.ptr_ipo = ptr_ipo;
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this.ptr_preview = ptr_preview;
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this.line_col = line_col;
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this.line_priority = line_priority;
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this.vcol_alpha = vcol_alpha;
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this.paint_active_slot = paint_active_slot;
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this.paint_clone_slot = paint_clone_slot;
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this.tot_slots = tot_slots;
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this.displacement_method = displacement_method;
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this.thickness_mode = thickness_mode;
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this.alpha_threshold = alpha_threshold;
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this.refract_depth = refract_depth;
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this.blend_method = blend_method;
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this.blend_shadow = blend_shadow;
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this.blend_flag = blend_flag;
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this.volume_intersection_method = volume_intersection_method;
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this.inflate_bounds = inflate_bounds;
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this._pad3 = _pad3;
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this.ptr_texpaintslot = ptr_texpaintslot;
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this.gpumaterial = gpumaterial;
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this.ptr_gp_style = ptr_gp_style;
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this.lineart = lineart;
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}
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}
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}
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