//------------------------------------------------------------------------------ // // 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(823, "UnifiedPaintSettings", 168)] public class UnifiedPaintSettings { [DNAFieldAttribute(4, "int", 0, "size", "int", false, 0)] public int size; [DNAFieldAttribute(4, "float", 1, "unprojected_radius", "float", false, 4)] public float unprojected_radius; [DNAFieldAttribute(4, "float", 2, "alpha", "float", false, 8)] public float alpha; [DNAFieldAttribute(4, "float", 3, "weight", "float", false, 12)] public float weight; [DNAFieldAttribute(12, "float", 4, "rgb[3]", "System.Single[]", false, 16)] public float[] rgb = new System.Single[3]; [DNAFieldAttribute(12, "float", 5, "secondary_rgb[3]", "System.Single[]", false, 28)] public float[] secondary_rgb = new System.Single[3]; [DNAFieldAttribute(4, "int", 6, "input_samples", "int", false, 40)] public int input_samples; [DNAFieldAttribute(4, "int", 7, "flag", "int", false, 44)] public int flag; [DNAFieldAttribute(4, "char", 8, "_pad[4]", "System.Char[]", false, 48)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(8, "float", 9, "last_rake[2]", "System.Single[]", false, 52)] public float[] last_rake = new System.Single[2]; [DNAFieldAttribute(4, "float", 10, "last_rake_angle", "float", false, 60)] public float last_rake_angle; [DNAFieldAttribute(4, "int", 11, "last_stroke_valid", "int", false, 64)] public int last_stroke_valid; [DNAFieldAttribute(12, "float", 12, "average_stroke_accum[3]", "System.Single[]", false, 68)] public float[] average_stroke_accum = new System.Single[3]; [DNAFieldAttribute(4, "int", 13, "average_stroke_counter", "int", false, 80)] public int average_stroke_counter; [DNAFieldAttribute(4, "float", 14, "brush_rotation", "float", false, 84)] public float brush_rotation; [DNAFieldAttribute(4, "float", 15, "brush_rotation_sec", "float", false, 88)] public float brush_rotation_sec; [DNAFieldAttribute(4, "int", 16, "anchored_size", "int", false, 92)] public int anchored_size; [DNAFieldAttribute(4, "float", 17, "overlap_factor", "float", false, 96)] public float overlap_factor; [DNAFieldAttribute(1, "char", 18, "draw_inverted", "char", false, 100)] public char draw_inverted; [DNAFieldAttribute(1, "char", 19, "stroke_active", "char", false, 101)] public char stroke_active; [DNAFieldAttribute(1, "char", 20, "draw_anchored", "char", false, 102)] public char draw_anchored; [DNAFieldAttribute(1, "char", 21, "do_linear_conversion", "char", false, 103)] public char do_linear_conversion; [DNAFieldAttribute(12, "float", 22, "last_location[3]", "System.Single[]", false, 104)] public float[] last_location = new System.Single[3]; [DNAFieldAttribute(4, "int", 23, "last_hit", "int", false, 116)] public int last_hit; [DNAFieldAttribute(8, "float", 24, "anchored_initial_mouse[2]", "System.Single[]", false, 120)] public float[] anchored_initial_mouse = new System.Single[2]; [DNAFieldAttribute(4, "float", 25, "pixel_radius", "float", false, 128)] public float pixel_radius; [DNAFieldAttribute(4, "float", 26, "initial_pixel_radius", "float", false, 132)] public float initial_pixel_radius; [DNAFieldAttribute(4, "float", 27, "start_pixel_radius", "float", false, 136)] public float start_pixel_radius; [DNAFieldAttribute(4, "float", 28, "size_pressure_value", "float", false, 140)] public float size_pressure_value; [DNAFieldAttribute(8, "float", 29, "tex_mouse[2]", "System.Single[]", false, 144)] public float[] tex_mouse = new System.Single[2]; [DNAFieldAttribute(8, "float", 30, "mask_tex_mouse[2]", "System.Single[]", false, 152)] public float[] mask_tex_mouse = new System.Single[2]; [DNAFieldAttribute(8, "ColorSpace", 31, "*colorspace", "ColorSpace", true, 160)] public ColorSpace colorspace; public UnifiedPaintSettings() { this.size = default; this.unprojected_radius = default; this.alpha = default; this.weight = default; this.rgb = default; this.secondary_rgb = default; this.input_samples = default; this.flag = default; this._pad = default; this.last_rake = default; this.last_rake_angle = default; this.last_stroke_valid = default; this.average_stroke_accum = default; this.average_stroke_counter = default; this.brush_rotation = default; this.brush_rotation_sec = default; this.anchored_size = default; this.overlap_factor = default; this.draw_inverted = default; this.stroke_active = default; this.draw_anchored = default; this.do_linear_conversion = default; this.last_location = default; this.last_hit = default; this.anchored_initial_mouse = default; this.pixel_radius = default; this.initial_pixel_radius = default; this.start_pixel_radius = default; this.size_pressure_value = default; this.tex_mouse = default; this.mask_tex_mouse = default; this.colorspace = default; } public UnifiedPaintSettings( int size, float unprojected_radius, float alpha, float weight, float[] rgb, float[] secondary_rgb, int input_samples, int flag, char[] _pad, float[] last_rake, float last_rake_angle, int last_stroke_valid, float[] average_stroke_accum, int average_stroke_counter, float brush_rotation, float brush_rotation_sec, int anchored_size, float overlap_factor, char draw_inverted, char stroke_active, char draw_anchored, char do_linear_conversion, float[] last_location, int last_hit, float[] anchored_initial_mouse, float pixel_radius, float initial_pixel_radius, float start_pixel_radius, float size_pressure_value, float[] tex_mouse, float[] mask_tex_mouse, ColorSpace colorspace) { this.size = size; this.unprojected_radius = unprojected_radius; this.alpha = alpha; this.weight = weight; this.rgb = rgb; this.secondary_rgb = secondary_rgb; this.input_samples = input_samples; this.flag = flag; this._pad = _pad; this.last_rake = last_rake; this.last_rake_angle = last_rake_angle; this.last_stroke_valid = last_stroke_valid; this.average_stroke_accum = average_stroke_accum; this.average_stroke_counter = average_stroke_counter; this.brush_rotation = brush_rotation; this.brush_rotation_sec = brush_rotation_sec; this.anchored_size = anchored_size; this.overlap_factor = overlap_factor; this.draw_inverted = draw_inverted; this.stroke_active = stroke_active; this.draw_anchored = draw_anchored; this.do_linear_conversion = do_linear_conversion; this.last_location = last_location; this.last_hit = last_hit; this.anchored_initial_mouse = anchored_initial_mouse; this.pixel_radius = pixel_radius; this.initial_pixel_radius = initial_pixel_radius; this.start_pixel_radius = start_pixel_radius; this.size_pressure_value = size_pressure_value; this.tex_mouse = tex_mouse; this.mask_tex_mouse = mask_tex_mouse; this.colorspace = colorspace; } } }