//------------------------------------------------------------------------------ // // 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(349, "World")] public class World { [DNAFieldAttribute(0, "ID", "id", 208)] public ID id; [DNAFieldAttribute(1, "AnimData", "*adt", 248)] public AnimData ptr_adt; [DNAFieldAttribute(2, "DrawDataList", "drawdata", 16)] public DrawDataList drawdata; [DNAFieldAttribute(3, "char", "_pad0[4]", 1)] public char[] _pad0 = new System.Char[4]; [DNAFieldAttribute(4, "short", "texact", 2)] public short texact; [DNAFieldAttribute(5, "short", "mistype", 2)] public short mistype; [DNAFieldAttribute(6, "float", "horr", 4)] public float horr; [DNAFieldAttribute(7, "float", "horg", 4)] public float horg; [DNAFieldAttribute(8, "float", "horb", 4)] public float horb; [DNAFieldAttribute(9, "float", "exposure", 4)] public float exposure; [DNAFieldAttribute(10, "float", "exp", 4)] public float exp; [DNAFieldAttribute(11, "float", "range", 4)] public float range; [DNAFieldAttribute(12, "short", "mode", 2)] public short mode; [DNAFieldAttribute(13, "char", "_pad2[6]", 1)] public char[] _pad2 = new System.Char[6]; [DNAFieldAttribute(14, "float", "misi", 4)] public float misi; [DNAFieldAttribute(15, "float", "miststa", 4)] public float miststa; [DNAFieldAttribute(16, "float", "mistdist", 4)] public float mistdist; [DNAFieldAttribute(17, "float", "misthi", 4)] public float misthi; [DNAFieldAttribute(18, "float", "aodist", 4)] public float aodist; [DNAFieldAttribute(19, "float", "aoenergy", 4)] public float aoenergy; [DNAFieldAttribute(20, "short", "flag", 2)] public short flag; [DNAFieldAttribute(21, "char", "_pad3[2]", 1)] public char[] _pad3 = new System.Char[2]; [DNAFieldAttribute(22, "int", "probe_resolution", 4)] public int probe_resolution; [DNAFieldAttribute(23, "float", "sun_threshold", 4)] public float sun_threshold; [DNAFieldAttribute(24, "float", "sun_angle", 4)] public float sun_angle; [DNAFieldAttribute(25, "float", "sun_shadow_maximum_resolution", 4)] public float sun_shadow_maximum_resolution; [DNAFieldAttribute(26, "float", "sun_shadow_jitter_overblur", 4)] public float sun_shadow_jitter_overblur; [DNAFieldAttribute(27, "float", "sun_shadow_filter_radius", 4)] public float sun_shadow_filter_radius; [DNAFieldAttribute(28, "char", "_pad4[4]", 1)] public char[] _pad4 = new System.Char[4]; [DNAFieldAttribute(29, "Ipo", "*ipo", 248)] public Ipo ptr_ipo; [DNAFieldAttribute(30, "short", "pr_texture", 2)] public short pr_texture; [DNAFieldAttribute(31, "short", "use_nodes", 2)] public short use_nodes; [DNAFieldAttribute(32, "char", "_pad[4]", 1)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(33, "PreviewImage", "*preview", 48)] public PreviewImage ptr_preview; [DNAFieldAttribute(34, "bNodeTree", "*nodetree", 544)] public bNodeTree ptr_nodetree; [DNAFieldAttribute(35, "LightgroupMembership", "*lightgroup", 64)] public LightgroupMembership ptr_lightgroup; [DNAFieldAttribute(36, "void", "*_pad1", 0)] public object ptr__pad1; [DNAFieldAttribute(37, "ListBase", "gpumaterial", 16)] public ListBase gpumaterial; [DNAFieldAttribute(38, "uint64_t", "last_update", 8)] public ulong last_update; public World() { this.id = default; this.ptr_adt = default; this.drawdata = default; this._pad0 = default; this.texact = default; this.mistype = default; this.horr = default; this.horg = default; this.horb = default; this.exposure = default; this.exp = default; this.range = default; this.mode = default; this._pad2 = default; this.misi = default; this.miststa = default; this.mistdist = default; this.misthi = default; this.aodist = default; this.aoenergy = default; this.flag = default; this._pad3 = default; this.probe_resolution = default; this.sun_threshold = default; this.sun_angle = default; this.sun_shadow_maximum_resolution = default; this.sun_shadow_jitter_overblur = default; this.sun_shadow_filter_radius = default; this._pad4 = default; this.ptr_ipo = default; this.pr_texture = default; this.use_nodes = default; this._pad = default; this.ptr_preview = default; this.ptr_nodetree = default; this.ptr_lightgroup = default; this.ptr__pad1 = default; this.gpumaterial = default; this.last_update = default; } public World( ID id, AnimData ptr_adt, DrawDataList drawdata, char[] _pad0, short texact, short mistype, float horr, float horg, float horb, float exposure, float exp, float range, short mode, char[] _pad2, float misi, float miststa, float mistdist, float misthi, float aodist, float aoenergy, short flag, char[] _pad3, int probe_resolution, float sun_threshold, float sun_angle, float sun_shadow_maximum_resolution, float sun_shadow_jitter_overblur, float sun_shadow_filter_radius, char[] _pad4, Ipo ptr_ipo, short pr_texture, short use_nodes, char[] _pad, PreviewImage ptr_preview, bNodeTree ptr_nodetree, LightgroupMembership ptr_lightgroup, object ptr__pad1, ListBase gpumaterial, ulong last_update) { this.id = id; this.ptr_adt = ptr_adt; this.drawdata = drawdata; this._pad0 = _pad0; this.texact = texact; this.mistype = mistype; this.horr = horr; this.horg = horg; this.horb = horb; this.exposure = exposure; this.exp = exp; this.range = range; this.mode = mode; this._pad2 = _pad2; this.misi = misi; this.miststa = miststa; this.mistdist = mistdist; this.misthi = misthi; this.aodist = aodist; this.aoenergy = aoenergy; this.flag = flag; this._pad3 = _pad3; this.probe_resolution = probe_resolution; this.sun_threshold = sun_threshold; this.sun_angle = sun_angle; this.sun_shadow_maximum_resolution = sun_shadow_maximum_resolution; this.sun_shadow_jitter_overblur = sun_shadow_jitter_overblur; this.sun_shadow_filter_radius = sun_shadow_filter_radius; this._pad4 = _pad4; this.ptr_ipo = ptr_ipo; this.pr_texture = pr_texture; this.use_nodes = use_nodes; this._pad = _pad; this.ptr_preview = ptr_preview; this.ptr_nodetree = ptr_nodetree; this.ptr_lightgroup = ptr_lightgroup; this.ptr__pad1 = ptr__pad1; this.gpumaterial = gpumaterial; this.last_update = last_update; } } }