//------------------------------------------------------------------------------ // // 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(657, "NodeKeyingData")] public struct NodeKeyingData { [DNAFieldAttribute(0, "float", "screen_balance", "float", 4, false)] public float screen_balance; [DNAFieldAttribute(1, "float", "despill_factor", "float", 4, false)] public float despill_factor; [DNAFieldAttribute(2, "float", "despill_balance", "float", 4, false)] public float despill_balance; [DNAFieldAttribute(3, "int", "edge_kernel_radius", "int", 4, false)] public int edge_kernel_radius; [DNAFieldAttribute(4, "float", "edge_kernel_tolerance", "float", 4, false)] public float edge_kernel_tolerance; [DNAFieldAttribute(5, "float", "clip_black", "float", 4, false)] public float clip_black; [DNAFieldAttribute(6, "float", "clip_white", "float", 4, false)] public float clip_white; [DNAFieldAttribute(7, "int", "dilate_distance", "int", 4, false)] public int dilate_distance; [DNAFieldAttribute(8, "int", "feather_distance", "int", 4, false)] public int feather_distance; [DNAFieldAttribute(9, "int", "feather_falloff", "int", 4, false)] public int feather_falloff; [DNAFieldAttribute(10, "int", "blur_pre", "int", 4, false)] public int blur_pre; [DNAFieldAttribute(11, "int", "blur_post", "int", 4, false)] public int blur_post; public NodeKeyingData() { this.screen_balance = default; this.despill_factor = default; this.despill_balance = default; this.edge_kernel_radius = default; this.edge_kernel_tolerance = default; this.clip_black = default; this.clip_white = default; this.dilate_distance = default; this.feather_distance = default; this.feather_falloff = default; this.blur_pre = default; this.blur_post = default; } public NodeKeyingData(float screen_balance, float despill_factor, float despill_balance, int edge_kernel_radius, float edge_kernel_tolerance, float clip_black, float clip_white, int dilate_distance, int feather_distance, int feather_falloff, int blur_pre, int blur_post) { this.screen_balance = screen_balance; this.despill_factor = despill_factor; this.despill_balance = despill_balance; this.edge_kernel_radius = edge_kernel_radius; this.edge_kernel_tolerance = edge_kernel_tolerance; this.clip_black = clip_black; this.clip_white = clip_white; this.dilate_distance = dilate_distance; this.feather_distance = feather_distance; this.feather_falloff = feather_falloff; this.blur_pre = blur_pre; this.blur_post = blur_post; } } }