//------------------------------------------------------------------------------ // // 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(354, "LightGridCache")] public struct LightGridCache { [DNAFieldAttribute(0, "float", "mat[4][4]", 4)] public float[,] mat = new System.Single[4,4]; [DNAFieldAttribute(1, "int", "resolution[3]", 4)] public int[] resolution = new System.Int32[3]; [DNAFieldAttribute(2, "int", "offset", 4)] public int offset; [DNAFieldAttribute(3, "float", "corner[3]", 4)] public float[] corner = new System.Single[3]; [DNAFieldAttribute(4, "float", "attenuation_scale", 4)] public float attenuation_scale; [DNAFieldAttribute(5, "float", "increment_x[3]", 4)] public float[] increment_x = new System.Single[3]; [DNAFieldAttribute(6, "float", "attenuation_bias", 4)] public float attenuation_bias; [DNAFieldAttribute(7, "float", "increment_y[3]", 4)] public float[] increment_y = new System.Single[3]; [DNAFieldAttribute(8, "float", "level_bias", 4)] public float level_bias; [DNAFieldAttribute(9, "float", "increment_z[3]", 4)] public float[] increment_z = new System.Single[3]; [DNAFieldAttribute(10, "float", "_pad4", 4)] public float _pad4; [DNAFieldAttribute(11, "float", "visibility_bias", 4)] public float visibility_bias; [DNAFieldAttribute(12, "float", "visibility_bleed", 4)] public float visibility_bleed; [DNAFieldAttribute(13, "float", "visibility_range", 4)] public float visibility_range; [DNAFieldAttribute(14, "float", "_pad5", 4)] public float _pad5; public LightGridCache(float[,] mat, int[] resolution, int offset, float[] corner, float attenuation_scale, float[] increment_x, float attenuation_bias, float[] increment_y, float level_bias, float[] increment_z, float _pad4, float visibility_bias, float visibility_bleed, float visibility_range, float _pad5) { this.mat = mat; this.resolution = resolution; this.offset = offset; this.corner = corner; this.attenuation_scale = attenuation_scale; this.increment_x = increment_x; this.attenuation_bias = attenuation_bias; this.increment_y = increment_y; this.level_bias = level_bias; this.increment_z = increment_z; this._pad4 = _pad4; this.visibility_bias = visibility_bias; this.visibility_bleed = visibility_bleed; this.visibility_range = visibility_range; this._pad5 = _pad5; } } }