//------------------------------------------------------------------------------ // // 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(652, "PointDensity")] public class PointDensity { [DNAFieldAttribute(0, "short", "flag", 2)] public short flag; [DNAFieldAttribute(1, "short", "falloff_type", 2)] public short falloff_type; [DNAFieldAttribute(2, "float", "falloff_softness", 4)] public float falloff_softness; [DNAFieldAttribute(3, "float", "radius", 4)] public float radius; [DNAFieldAttribute(4, "short", "source", 2)] public short source; [DNAFieldAttribute(5, "char", "_pad0[2]", 1)] public char[] _pad0 = new System.Char[2]; [DNAFieldAttribute(6, "short", "color_source", 2)] public short color_source; [DNAFieldAttribute(7, "short", "ob_color_source", 2)] public short ob_color_source; [DNAFieldAttribute(8, "int", "totpoints", 4)] public int totpoints; [DNAFieldAttribute(9, "Object", "*object", 1160)] public Object ptr_object; [DNAFieldAttribute(10, "int", "psys", 4)] public int psys; [DNAFieldAttribute(11, "short", "psys_cache_space", 2)] public short psys_cache_space; [DNAFieldAttribute(12, "short", "ob_cache_space", 2)] public short ob_cache_space; [DNAFieldAttribute(13, "char", "vertex_attribute_name[68]", 1)] public char[] vertex_attribute_name = new System.Char[68]; [DNAFieldAttribute(14, "char", "_pad1[4]", 1)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(15, "void", "*point_tree", 0)] public object ptr_point_tree; [DNAFieldAttribute(16, "float", "*point_data", 4)] public float ptr_point_data; [DNAFieldAttribute(17, "float", "noise_size", 4)] public float noise_size; [DNAFieldAttribute(18, "short", "noise_depth", 2)] public short noise_depth; [DNAFieldAttribute(19, "short", "noise_influence", 2)] public short noise_influence; [DNAFieldAttribute(20, "short", "noise_basis", 2)] public short noise_basis; [DNAFieldAttribute(21, "char", "_pad2[6]", 1)] public char[] _pad2 = new System.Char[6]; [DNAFieldAttribute(22, "float", "noise_fac", 4)] public float noise_fac; [DNAFieldAttribute(23, "float", "speed_scale", 4)] public float speed_scale; [DNAFieldAttribute(24, "float", "falloff_speed_scale", 4)] public float falloff_speed_scale; [DNAFieldAttribute(25, "char", "_pad3[4]", 1)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(26, "ColorBand", "*coba", 776)] public ColorBand ptr_coba; [DNAFieldAttribute(27, "CurveMapping", "*falloff_curve", 424)] public CurveMapping ptr_falloff_curve; public PointDensity() { this.flag = default; this.falloff_type = default; this.falloff_softness = default; this.radius = default; this.source = default; this._pad0 = default; this.color_source = default; this.ob_color_source = default; this.totpoints = default; this.ptr_object = default; this.psys = default; this.psys_cache_space = default; this.ob_cache_space = default; this.vertex_attribute_name = default; this._pad1 = default; this.ptr_point_tree = default; this.ptr_point_data = default; this.noise_size = default; this.noise_depth = default; this.noise_influence = default; this.noise_basis = default; this._pad2 = default; this.noise_fac = default; this.speed_scale = default; this.falloff_speed_scale = default; this._pad3 = default; this.ptr_coba = default; this.ptr_falloff_curve = default; } public PointDensity( short flag, short falloff_type, float falloff_softness, float radius, short source, char[] _pad0, short color_source, short ob_color_source, int totpoints, Object ptr_object, int psys, short psys_cache_space, short ob_cache_space, char[] vertex_attribute_name, char[] _pad1, object ptr_point_tree, float ptr_point_data, float noise_size, short noise_depth, short noise_influence, short noise_basis, char[] _pad2, float noise_fac, float speed_scale, float falloff_speed_scale, char[] _pad3, ColorBand ptr_coba, CurveMapping ptr_falloff_curve) { this.flag = flag; this.falloff_type = falloff_type; this.falloff_softness = falloff_softness; this.radius = radius; this.source = source; this._pad0 = _pad0; this.color_source = color_source; this.ob_color_source = ob_color_source; this.totpoints = totpoints; this.ptr_object = ptr_object; this.psys = psys; this.psys_cache_space = psys_cache_space; this.ob_cache_space = ob_cache_space; this.vertex_attribute_name = vertex_attribute_name; this._pad1 = _pad1; this.ptr_point_tree = ptr_point_tree; this.ptr_point_data = ptr_point_data; this.noise_size = noise_size; this.noise_depth = noise_depth; this.noise_influence = noise_influence; this.noise_basis = noise_basis; this._pad2 = _pad2; this.noise_fac = noise_fac; this.speed_scale = speed_scale; this.falloff_speed_scale = falloff_speed_scale; this._pad3 = _pad3; this.ptr_coba = ptr_coba; this.ptr_falloff_curve = ptr_falloff_curve; } } }