//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(127, "BrushGpencilSettings", 248)] public class BrushGpencilSettings { [DNAFieldAttribute(4, "float", 0, "draw_smoothfac", "float", false, 0)] public float draw_smoothfac; [DNAFieldAttribute(4, "float", 1, "fill_factor", "float", false, 4)] public float fill_factor; [DNAFieldAttribute(4, "float", 2, "draw_strength", "float", false, 8)] public float draw_strength; [DNAFieldAttribute(4, "float", 3, "draw_jitter", "float", false, 12)] public float draw_jitter; [DNAFieldAttribute(4, "float", 4, "draw_angle", "float", false, 16)] public float draw_angle; [DNAFieldAttribute(4, "float", 5, "draw_angle_factor", "float", false, 20)] public float draw_angle_factor; [DNAFieldAttribute(4, "float", 6, "draw_random_press", "float", false, 24)] public float draw_random_press; [DNAFieldAttribute(4, "float", 7, "draw_random_strength", "float", false, 28)] public float draw_random_strength; [DNAFieldAttribute(2, "short", 8, "draw_smoothlvl", "short", false, 32)] public short draw_smoothlvl; [DNAFieldAttribute(2, "short", 9, "draw_subdivide", "short", false, 34)] public short draw_subdivide; [DNAFieldAttribute(2, "short", 10, "fill_layer_mode", "short", false, 36)] public short fill_layer_mode; [DNAFieldAttribute(2, "short", 11, "fill_direction", "short", false, 38)] public short fill_direction; [DNAFieldAttribute(4, "float", 12, "fill_threshold", "float", false, 40)] public float fill_threshold; [DNAFieldAttribute(2, "char", 13, "_pad2[2]", "System.Char[]", false, 44)] public char[] _pad2 = new System.Char[2]; [DNAFieldAttribute(1, "int8_t", 14, "caps_type", "int8_t", false, 46)] public sbyte caps_type; [DNAFieldAttribute(1, "char", 15, "_pad[1]", "System.Char[]", false, 47)] public char[] _pad = new System.Char[1]; [DNAFieldAttribute(4, "int", 16, "flag2", "int", false, 48)] public int flag2; [DNAFieldAttribute(4, "int", 17, "fill_simplylvl", "int", false, 52)] public int fill_simplylvl; [DNAFieldAttribute(4, "int", 18, "fill_draw_mode", "int", false, 56)] public int fill_draw_mode; [DNAFieldAttribute(4, "int", 19, "fill_extend_mode", "int", false, 60)] public int fill_extend_mode; [DNAFieldAttribute(4, "int", 20, "input_samples", "int", false, 64)] public int input_samples; [DNAFieldAttribute(4, "float", 21, "uv_random", "float", false, 68)] public float uv_random; [DNAFieldAttribute(4, "int", 22, "brush_type", "int", false, 72)] public int brush_type; [DNAFieldAttribute(4, "int", 23, "eraser_mode", "int", false, 76)] public int eraser_mode; [DNAFieldAttribute(4, "float", 24, "active_smooth", "float", false, 80)] public float active_smooth; [DNAFieldAttribute(4, "float", 25, "era_strength_f", "float", false, 84)] public float era_strength_f; [DNAFieldAttribute(4, "float", 26, "era_thickness_f", "float", false, 88)] public float era_thickness_f; [DNAFieldAttribute(4, "int", 27, "flag", "int", false, 92)] public int flag; [DNAFieldAttribute(4, "float", 28, "gradient_f", "float", false, 96)] public float gradient_f; [DNAFieldAttribute(8, "float", 29, "gradient_s[2]", "System.Single[]", false, 100)] public float[] gradient_s = new System.Single[2]; [DNAFieldAttribute(4, "float", 30, "simplify_f", "float", false, 108)] public float simplify_f; [DNAFieldAttribute(4, "float", 31, "vertex_factor", "float", false, 112)] public float vertex_factor; [DNAFieldAttribute(4, "int", 32, "vertex_mode", "int", false, 116)] public int vertex_mode; [DNAFieldAttribute(4, "int", 33, "sculpt_flag", "int", false, 120)] public int sculpt_flag; [DNAFieldAttribute(4, "int", 34, "sculpt_mode_flag", "int", false, 124)] public int sculpt_mode_flag; [DNAFieldAttribute(2, "short", 35, "preset_type", "short", false, 128)] public short preset_type; [DNAFieldAttribute(2, "short", 36, "brush_draw_mode", "short", false, 130)] public short brush_draw_mode; [DNAFieldAttribute(4, "float", 37, "random_hue", "float", false, 132)] public float random_hue; [DNAFieldAttribute(4, "float", 38, "random_saturation", "float", false, 136)] public float random_saturation; [DNAFieldAttribute(4, "float", 39, "random_value", "float", false, 140)] public float random_value; [DNAFieldAttribute(4, "float", 40, "fill_extend_fac", "float", false, 144)] public float fill_extend_fac; [DNAFieldAttribute(4, "int", 41, "dilate_pixels", "int", false, 148)] public int dilate_pixels; [DNAFieldAttribute(8, "CurveMapping", 42, "*curve_sensitivity", "CurveMapping", true, 152)] public CurveMapping curve_sensitivity; [DNAFieldAttribute(8, "CurveMapping", 43, "*curve_strength", "CurveMapping", true, 160)] public CurveMapping curve_strength; [DNAFieldAttribute(8, "CurveMapping", 44, "*curve_jitter", "CurveMapping", true, 168)] public CurveMapping curve_jitter; [DNAFieldAttribute(8, "CurveMapping", 45, "*curve_rand_pressure", "CurveMapping", true, 176)] public CurveMapping curve_rand_pressure; [DNAFieldAttribute(8, "CurveMapping", 46, "*curve_rand_strength", "CurveMapping", true, 184)] public CurveMapping curve_rand_strength; [DNAFieldAttribute(8, "CurveMapping", 47, "*curve_rand_uv", "CurveMapping", true, 192)] public CurveMapping curve_rand_uv; [DNAFieldAttribute(8, "CurveMapping", 48, "*curve_rand_hue", "CurveMapping", true, 200)] public CurveMapping curve_rand_hue; [DNAFieldAttribute(8, "CurveMapping", 49, "*curve_rand_saturation", "CurveMapping", true, 208)] public CurveMapping curve_rand_saturation; [DNAFieldAttribute(8, "CurveMapping", 50, "*curve_rand_value", "CurveMapping", true, 216)] public CurveMapping curve_rand_value; [DNAFieldAttribute(4, "float", 51, "outline_fac", "float", false, 224)] public float outline_fac; [DNAFieldAttribute(4, "float", 52, "simplify_px", "float", false, 228)] public float simplify_px; [DNAFieldAttribute(8, "Material", 53, "*material", "Material", true, 232)] public Material material; [DNAFieldAttribute(8, "Material", 54, "*material_alt", "Material", true, 240)] public Material material_alt; public BrushGpencilSettings() { this.draw_smoothfac = default; this.fill_factor = default; this.draw_strength = default; this.draw_jitter = default; this.draw_angle = default; this.draw_angle_factor = default; this.draw_random_press = default; this.draw_random_strength = default; this.draw_smoothlvl = default; this.draw_subdivide = default; this.fill_layer_mode = default; this.fill_direction = default; this.fill_threshold = default; this._pad2 = default; this.caps_type = default; this._pad = default; this.flag2 = default; this.fill_simplylvl = default; this.fill_draw_mode = default; this.fill_extend_mode = default; this.input_samples = default; this.uv_random = default; this.brush_type = default; this.eraser_mode = default; this.active_smooth = default; this.era_strength_f = default; this.era_thickness_f = default; this.flag = default; this.gradient_f = default; this.gradient_s = default; this.simplify_f = default; this.vertex_factor = default; this.vertex_mode = default; this.sculpt_flag = default; this.sculpt_mode_flag = default; this.preset_type = default; this.brush_draw_mode = default; this.random_hue = default; this.random_saturation = default; this.random_value = default; this.fill_extend_fac = default; this.dilate_pixels = default; this.curve_sensitivity = default; this.curve_strength = default; this.curve_jitter = default; this.curve_rand_pressure = default; this.curve_rand_strength = default; this.curve_rand_uv = default; this.curve_rand_hue = default; this.curve_rand_saturation = default; this.curve_rand_value = default; this.outline_fac = default; this.simplify_px = default; this.material = default; this.material_alt = default; } public BrushGpencilSettings( float draw_smoothfac, float fill_factor, float draw_strength, float draw_jitter, float draw_angle, float draw_angle_factor, float draw_random_press, float draw_random_strength, short draw_smoothlvl, short draw_subdivide, short fill_layer_mode, short fill_direction, float fill_threshold, char[] _pad2, sbyte caps_type, char[] _pad, int flag2, int fill_simplylvl, int fill_draw_mode, int fill_extend_mode, int input_samples, float uv_random, int brush_type, int eraser_mode, float active_smooth, float era_strength_f, float era_thickness_f, int flag, float gradient_f, float[] gradient_s, float simplify_f, float vertex_factor, int vertex_mode, int sculpt_flag, int sculpt_mode_flag, short preset_type, short brush_draw_mode, float random_hue, float random_saturation, float random_value, float fill_extend_fac, int dilate_pixels, CurveMapping curve_sensitivity, CurveMapping curve_strength, CurveMapping curve_jitter, CurveMapping curve_rand_pressure, CurveMapping curve_rand_strength, CurveMapping curve_rand_uv, CurveMapping curve_rand_hue, CurveMapping curve_rand_saturation, CurveMapping curve_rand_value, float outline_fac, float simplify_px, Material material, Material material_alt) { this.draw_smoothfac = draw_smoothfac; this.fill_factor = fill_factor; this.draw_strength = draw_strength; this.draw_jitter = draw_jitter; this.draw_angle = draw_angle; this.draw_angle_factor = draw_angle_factor; this.draw_random_press = draw_random_press; this.draw_random_strength = draw_random_strength; this.draw_smoothlvl = draw_smoothlvl; this.draw_subdivide = draw_subdivide; this.fill_layer_mode = fill_layer_mode; this.fill_direction = fill_direction; this.fill_threshold = fill_threshold; this._pad2 = _pad2; this.caps_type = caps_type; this._pad = _pad; this.flag2 = flag2; this.fill_simplylvl = fill_simplylvl; this.fill_draw_mode = fill_draw_mode; this.fill_extend_mode = fill_extend_mode; this.input_samples = input_samples; this.uv_random = uv_random; this.brush_type = brush_type; this.eraser_mode = eraser_mode; this.active_smooth = active_smooth; this.era_strength_f = era_strength_f; this.era_thickness_f = era_thickness_f; this.flag = flag; this.gradient_f = gradient_f; this.gradient_s = gradient_s; this.simplify_f = simplify_f; this.vertex_factor = vertex_factor; this.vertex_mode = vertex_mode; this.sculpt_flag = sculpt_flag; this.sculpt_mode_flag = sculpt_mode_flag; this.preset_type = preset_type; this.brush_draw_mode = brush_draw_mode; this.random_hue = random_hue; this.random_saturation = random_saturation; this.random_value = random_value; this.fill_extend_fac = fill_extend_fac; this.dilate_pixels = dilate_pixels; this.curve_sensitivity = curve_sensitivity; this.curve_strength = curve_strength; this.curve_jitter = curve_jitter; this.curve_rand_pressure = curve_rand_pressure; this.curve_rand_strength = curve_rand_strength; this.curve_rand_uv = curve_rand_uv; this.curve_rand_hue = curve_rand_hue; this.curve_rand_saturation = curve_rand_saturation; this.curve_rand_value = curve_rand_value; this.outline_fac = outline_fac; this.simplify_px = simplify_px; this.material = material; this.material_alt = material_alt; } } }