//------------------------------------------------------------------------------ // // 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(832, "SceneDisplay")] public struct SceneDisplay { [DNAFieldAttribute(0, "float", "light_direction[3]", "System.Single[]", 12, false)] public float[] light_direction = new System.Single[3]; [DNAFieldAttribute(1, "float", "shadow_shift", "float", 4, false)] public float shadow_shift; [DNAFieldAttribute(2, "float", "shadow_focus", "float", 4, false)] public float shadow_focus; [DNAFieldAttribute(3, "float", "matcap_ssao_distance", "float", 4, false)] public float matcap_ssao_distance; [DNAFieldAttribute(4, "float", "matcap_ssao_attenuation", "float", 4, false)] public float matcap_ssao_attenuation; [DNAFieldAttribute(5, "int", "matcap_ssao_samples", "int", 4, false)] public int matcap_ssao_samples; [DNAFieldAttribute(6, "char", "viewport_aa", "char", 1, false)] public char viewport_aa; [DNAFieldAttribute(7, "char", "render_aa", "char", 1, false)] public char render_aa; [DNAFieldAttribute(8, "char", "_pad[6]", "System.Char[]", 6, false)] public char[] _pad = new System.Char[6]; [DNAFieldAttribute(9, "View3DShading", "shading", "View3DShading", 944, false)] public View3DShading shading; public SceneDisplay() { this.light_direction = default; this.shadow_shift = default; this.shadow_focus = default; this.matcap_ssao_distance = default; this.matcap_ssao_attenuation = default; this.matcap_ssao_samples = default; this.viewport_aa = default; this.render_aa = default; this._pad = default; this.shading = default; } public SceneDisplay(float[] light_direction, float shadow_shift, float shadow_focus, float matcap_ssao_distance, float matcap_ssao_attenuation, int matcap_ssao_samples, char viewport_aa, char render_aa, char[] _pad, View3DShading shading) { this.light_direction = light_direction; this.shadow_shift = shadow_shift; this.shadow_focus = shadow_focus; this.matcap_ssao_distance = matcap_ssao_distance; this.matcap_ssao_attenuation = matcap_ssao_attenuation; this.matcap_ssao_samples = matcap_ssao_samples; this.viewport_aa = viewport_aa; this.render_aa = render_aa; this._pad = _pad; this.shading = shading; } } }