//------------------------------------------------------------------------------ // // 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 BlendFile.CompatTypes; using System; // Automatically generated by BlenderSharp at 01/22/2025 16:57:57 namespace BlendFile.DNA { public class ClothSimSettings { public LinkNode ptr_cache; public float mingoal; public float Cdis; public float Cvi; public float[] gravity = new System.Single[3]; public float dt; public float mass; public float structural; public float shear; public float bending; public float max_bend; public float max_struct; public float max_shear; public float max_sewing; public float avg_spring_len; public float timescale; public float time_scale; public float maxgoal; public float eff_force_scale; public float eff_wind_scale; public float sim_time_old; public float defgoal; public float goalspring; public float goalfrict; public float velocity_smooth; public float density_target; public float density_strength; public float collider_friction; public float vel_damping; public float shrink_min; public float shrink_max; public float uniform_pressure_force; public float target_volume; public float pressure_factor; public float fluid_density; public short vgroup_pressure; public char[] _pad7 = new System.Char[6]; public float bending_damping; public float voxel_cell_size; public int stepsPerFrame; public int flags; public int preroll; public int maxspringlen; public short solver_type; public short vgroup_bend; public short vgroup_mass; public short vgroup_struct; public short vgroup_shrink; public short shapekey_rest; public short presets; public short reset; public EffectorWeights ptr_effector_weights; public short bending_model; public short vgroup_shear; public float tension; public float compression; public float max_tension; public float max_compression; public float tension_damp; public float compression_damp; public float shear_damp; public float internal_spring_max_length; public float internal_spring_max_diversion; public short vgroup_intern; public char[] _pad1 = new System.Char[2]; public float internal_tension; public float internal_compression; public float max_internal_tension; public float max_internal_compression; public char[] _pad0 = new System.Char[4]; public ClothSimSettings( LinkNode ptr_cache, float mingoal, float Cdis, float Cvi, float[] gravity, float dt, float mass, float structural, float shear, float bending, float max_bend, float max_struct, float max_shear, float max_sewing, float avg_spring_len, float timescale, float time_scale, float maxgoal, float eff_force_scale, float eff_wind_scale, float sim_time_old, float defgoal, float goalspring, float goalfrict, float velocity_smooth, float density_target, float density_strength, float collider_friction, float vel_damping, float shrink_min, float shrink_max, float uniform_pressure_force, float target_volume, float pressure_factor, float fluid_density, short vgroup_pressure, char[] _pad7, float bending_damping, float voxel_cell_size, int stepsPerFrame, int flags, int preroll, int maxspringlen, short solver_type, short vgroup_bend, short vgroup_mass, short vgroup_struct, short vgroup_shrink, short shapekey_rest, short presets, short reset, EffectorWeights ptr_effector_weights, short bending_model, short vgroup_shear, float tension, float compression, float max_tension, float max_compression, float tension_damp, float compression_damp, float shear_damp, float internal_spring_max_length, float internal_spring_max_diversion, short vgroup_intern, char[] _pad1, float internal_tension, float internal_compression, float max_internal_tension, float max_internal_compression, char[] _pad0) { this.ptr_cache = ptr_cache; this.mingoal = mingoal; this.Cdis = Cdis; this.Cvi = Cvi; this.gravity = gravity; this.dt = dt; this.mass = mass; this.structural = structural; this.shear = shear; this.bending = bending; this.max_bend = max_bend; this.max_struct = max_struct; this.max_shear = max_shear; this.max_sewing = max_sewing; this.avg_spring_len = avg_spring_len; this.timescale = timescale; this.time_scale = time_scale; this.maxgoal = maxgoal; this.eff_force_scale = eff_force_scale; this.eff_wind_scale = eff_wind_scale; this.sim_time_old = sim_time_old; this.defgoal = defgoal; this.goalspring = goalspring; this.goalfrict = goalfrict; this.velocity_smooth = velocity_smooth; this.density_target = density_target; this.density_strength = density_strength; this.collider_friction = collider_friction; this.vel_damping = vel_damping; this.shrink_min = shrink_min; this.shrink_max = shrink_max; this.uniform_pressure_force = uniform_pressure_force; this.target_volume = target_volume; this.pressure_factor = pressure_factor; this.fluid_density = fluid_density; this.vgroup_pressure = vgroup_pressure; this._pad7 = _pad7; this.bending_damping = bending_damping; this.voxel_cell_size = voxel_cell_size; this.stepsPerFrame = stepsPerFrame; this.flags = flags; this.preroll = preroll; this.maxspringlen = maxspringlen; this.solver_type = solver_type; this.vgroup_bend = vgroup_bend; this.vgroup_mass = vgroup_mass; this.vgroup_struct = vgroup_struct; this.vgroup_shrink = vgroup_shrink; this.shapekey_rest = shapekey_rest; this.presets = presets; this.reset = reset; this.ptr_effector_weights = ptr_effector_weights; this.bending_model = bending_model; this.vgroup_shear = vgroup_shear; this.tension = tension; this.compression = compression; this.max_tension = max_tension; this.max_compression = max_compression; this.tension_damp = tension_damp; this.compression_damp = compression_damp; this.shear_damp = shear_damp; this.internal_spring_max_length = internal_spring_max_length; this.internal_spring_max_diversion = internal_spring_max_diversion; this.vgroup_intern = vgroup_intern; this._pad1 = _pad1; this.internal_tension = internal_tension; this.internal_compression = internal_compression; this.max_internal_tension = max_internal_tension; this.max_internal_compression = max_internal_compression; this._pad0 = _pad0; } } }