//------------------------------------------------------------------------------ // // 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 { public class bGPDlayer { public bGPDlayer ptr_next; public bGPDlayer ptr_prev; public ListBase frames; public bGPDframe ptr_actframe; public short flag; public short onion_flag; public float[] color = new System.Single[4]; public float[] fill = new System.Single[4]; public char[] info = new System.Char[128]; public short thickness; public short pass_index; public Object ptr_parent; public float[,] inverse = new System.Single[4,4]; public char[] parsubstr = new System.Char[64]; public short partype; public short line_change; public float[] tintcolor = new System.Single[4]; public float opacity; public char[] viewlayername = new System.Char[64]; public int blend_mode; public float vertex_paint_opacity; public short gstep; public short gstep_next; public float[] gcolor_prev = new System.Single[3]; public float[] gcolor_next = new System.Single[3]; public char[] _pad1 = new System.Char[4]; public ListBase mask_layers; public int act_mask; public char[] _pad2 = new System.Char[4]; public float[] location = new System.Single[3]; public float[] rotation = new System.Single[3]; public float[] scale = new System.Single[3]; public float[,] layer_mat = new System.Single[4,4]; public float[,] layer_invmat = new System.Single[4,4]; public char[] _pad3 = new System.Char[4]; public bGPDlayer_Runtime runtime; public bGPDlayer( bGPDlayer ptr_next, bGPDlayer ptr_prev, ListBase frames, bGPDframe ptr_actframe, short flag, short onion_flag, float[] color, float[] fill, char[] info, short thickness, short pass_index, Object ptr_parent, float[,] inverse, char[] parsubstr, short partype, short line_change, float[] tintcolor, float opacity, char[] viewlayername, int blend_mode, float vertex_paint_opacity, short gstep, short gstep_next, float[] gcolor_prev, float[] gcolor_next, char[] _pad1, ListBase mask_layers, int act_mask, char[] _pad2, float[] location, float[] rotation, float[] scale, float[,] layer_mat, float[,] layer_invmat, char[] _pad3, bGPDlayer_Runtime runtime) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.frames = frames; this.ptr_actframe = ptr_actframe; this.flag = flag; this.onion_flag = onion_flag; this.color = color; this.fill = fill; this.info = info; this.thickness = thickness; this.pass_index = pass_index; this.ptr_parent = ptr_parent; this.inverse = inverse; this.parsubstr = parsubstr; this.partype = partype; this.line_change = line_change; this.tintcolor = tintcolor; this.opacity = opacity; this.viewlayername = viewlayername; this.blend_mode = blend_mode; this.vertex_paint_opacity = vertex_paint_opacity; this.gstep = gstep; this.gstep_next = gstep_next; this.gcolor_prev = gcolor_prev; this.gcolor_next = gcolor_next; this._pad1 = _pad1; this.mask_layers = mask_layers; this.act_mask = act_mask; this._pad2 = _pad2; this.location = location; this.rotation = rotation; this.scale = scale; this.layer_mat = layer_mat; this.layer_invmat = layer_invmat; this._pad3 = _pad3; this.runtime = runtime; } } }