//------------------------------------------------------------------------------ // // 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(129, "Material")] public class Material { [DNAFieldAttribute(0, "ID", "id", 208)] public ID id; [DNAFieldAttribute(1, "AnimData", "*adt", 248)] public AnimData ptr_adt; [DNAFieldAttribute(2, "short", "flag", 2)] public short flag; [DNAFieldAttribute(3, "char", "surface_render_method", 1)] public char surface_render_method; [DNAFieldAttribute(4, "char", "_pad1[1]", 1)] public char[] _pad1 = new System.Char[1]; [DNAFieldAttribute(5, "float", "r", 4)] public float r; [DNAFieldAttribute(6, "float", "g", 4)] public float g; [DNAFieldAttribute(7, "float", "b", 4)] public float b; [DNAFieldAttribute(8, "float", "a", 4)] public float a; [DNAFieldAttribute(9, "float", "specr", 4)] public float specr; [DNAFieldAttribute(10, "float", "specg", 4)] public float specg; [DNAFieldAttribute(11, "float", "specb", 4)] public float specb; [DNAFieldAttribute(12, "float", "alpha", 4)] public float alpha; [DNAFieldAttribute(13, "float", "ray_mirror", 4)] public float ray_mirror; [DNAFieldAttribute(14, "float", "spec", 4)] public float spec; [DNAFieldAttribute(15, "float", "gloss_mir", 4)] public float gloss_mir; [DNAFieldAttribute(16, "float", "roughness", 4)] public float roughness; [DNAFieldAttribute(17, "float", "metallic", 4)] public float metallic; [DNAFieldAttribute(18, "char", "use_nodes", 1)] public char use_nodes; [DNAFieldAttribute(19, "char", "pr_type", 1)] public char pr_type; [DNAFieldAttribute(20, "short", "pr_texture", 2)] public short pr_texture; [DNAFieldAttribute(21, "short", "pr_flag", 2)] public short pr_flag; [DNAFieldAttribute(22, "short", "index", 2)] public short index; [DNAFieldAttribute(23, "bNodeTree", "*nodetree", 544)] public bNodeTree ptr_nodetree; [DNAFieldAttribute(24, "Ipo", "*ipo", 248)] public Ipo ptr_ipo; [DNAFieldAttribute(25, "PreviewImage", "*preview", 48)] public PreviewImage ptr_preview; [DNAFieldAttribute(26, "float", "line_col[4]", 4)] public float[] line_col = new System.Single[4]; [DNAFieldAttribute(27, "short", "line_priority", 2)] public short line_priority; [DNAFieldAttribute(28, "short", "vcol_alpha", 2)] public short vcol_alpha; [DNAFieldAttribute(29, "short", "paint_active_slot", 2)] public short paint_active_slot; [DNAFieldAttribute(30, "short", "paint_clone_slot", 2)] public short paint_clone_slot; [DNAFieldAttribute(31, "short", "tot_slots", 2)] public short tot_slots; [DNAFieldAttribute(32, "char", "displacement_method", 1)] public char displacement_method; [DNAFieldAttribute(33, "char", "thickness_mode", 1)] public char thickness_mode; [DNAFieldAttribute(34, "float", "alpha_threshold", 4)] public float alpha_threshold; [DNAFieldAttribute(35, "float", "refract_depth", 4)] public float refract_depth; [DNAFieldAttribute(36, "char", "blend_method", 1)] public char blend_method; [DNAFieldAttribute(37, "char", "blend_shadow", 1)] public char blend_shadow; [DNAFieldAttribute(38, "char", "blend_flag", 1)] public char blend_flag; [DNAFieldAttribute(39, "char", "volume_intersection_method", 1)] public char volume_intersection_method; [DNAFieldAttribute(40, "float", "inflate_bounds", 4)] public float inflate_bounds; [DNAFieldAttribute(41, "char", "_pad3[4]", 1)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(42, "TexPaintSlot", "*texpaintslot", 40)] public TexPaintSlot ptr_texpaintslot; [DNAFieldAttribute(43, "ListBase", "gpumaterial", 16)] public ListBase gpumaterial; [DNAFieldAttribute(44, "MaterialGPencilStyle", "*gp_style", 152)] public MaterialGPencilStyle ptr_gp_style; [DNAFieldAttribute(45, "MaterialLineArt", "lineart", 8)] public MaterialLineArt lineart; public Material() { this.id = default; this.ptr_adt = default; this.flag = default; this.surface_render_method = default; this._pad1 = default; this.r = default; this.g = default; this.b = default; this.a = default; this.specr = default; this.specg = default; this.specb = default; this.alpha = default; this.ray_mirror = default; this.spec = default; this.gloss_mir = default; this.roughness = default; this.metallic = default; this.use_nodes = default; this.pr_type = default; this.pr_texture = default; this.pr_flag = default; this.index = default; this.ptr_nodetree = default; this.ptr_ipo = default; this.ptr_preview = default; this.line_col = default; this.line_priority = default; this.vcol_alpha = default; this.paint_active_slot = default; this.paint_clone_slot = default; this.tot_slots = default; this.displacement_method = default; this.thickness_mode = default; this.alpha_threshold = default; this.refract_depth = default; this.blend_method = default; this.blend_shadow = default; this.blend_flag = default; this.volume_intersection_method = default; this.inflate_bounds = default; this._pad3 = default; this.ptr_texpaintslot = default; this.gpumaterial = default; this.ptr_gp_style = default; this.lineart = default; } public Material( ID id, AnimData ptr_adt, short flag, char surface_render_method, char[] _pad1, float r, float g, float b, float a, float specr, float specg, float specb, float alpha, float ray_mirror, float spec, float gloss_mir, float roughness, float metallic, char use_nodes, char pr_type, short pr_texture, short pr_flag, short index, bNodeTree ptr_nodetree, Ipo ptr_ipo, PreviewImage ptr_preview, float[] line_col, short line_priority, short vcol_alpha, short paint_active_slot, short paint_clone_slot, short tot_slots, char displacement_method, char thickness_mode, float alpha_threshold, float refract_depth, char blend_method, char blend_shadow, char blend_flag, char volume_intersection_method, float inflate_bounds, char[] _pad3, TexPaintSlot ptr_texpaintslot, ListBase gpumaterial, MaterialGPencilStyle ptr_gp_style, MaterialLineArt lineart) { this.id = id; this.ptr_adt = ptr_adt; this.flag = flag; this.surface_render_method = surface_render_method; this._pad1 = _pad1; this.r = r; this.g = g; this.b = b; this.a = a; this.specr = specr; this.specg = specg; this.specb = specb; this.alpha = alpha; this.ray_mirror = ray_mirror; this.spec = spec; this.gloss_mir = gloss_mir; this.roughness = roughness; this.metallic = metallic; this.use_nodes = use_nodes; this.pr_type = pr_type; this.pr_texture = pr_texture; this.pr_flag = pr_flag; this.index = index; this.ptr_nodetree = ptr_nodetree; this.ptr_ipo = ptr_ipo; this.ptr_preview = ptr_preview; this.line_col = line_col; this.line_priority = line_priority; this.vcol_alpha = vcol_alpha; this.paint_active_slot = paint_active_slot; this.paint_clone_slot = paint_clone_slot; this.tot_slots = tot_slots; this.displacement_method = displacement_method; this.thickness_mode = thickness_mode; this.alpha_threshold = alpha_threshold; this.refract_depth = refract_depth; this.blend_method = blend_method; this.blend_shadow = blend_shadow; this.blend_flag = blend_flag; this.volume_intersection_method = volume_intersection_method; this.inflate_bounds = inflate_bounds; this._pad3 = _pad3; this.ptr_texpaintslot = ptr_texpaintslot; this.gpumaterial = gpumaterial; this.ptr_gp_style = ptr_gp_style; this.lineart = lineart; } } }