//------------------------------------------------------------------------------ // // 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(154, "ClothSimSettings", 272)] public class ClothSimSettings { [DNAFieldAttribute(8, "LinkNode", 0, "*cache", "LinkNode", true, 0)] public LinkNode cache; [DNAFieldAttribute(4, "float", 1, "mingoal", "float", false, 8)] public float mingoal; [DNAFieldAttribute(4, "float", 2, "Cdis", "float", false, 12)] public float Cdis; [DNAFieldAttribute(4, "float", 3, "Cvi", "float", false, 16)] public float Cvi; [DNAArrayAttribute(12, "float", 4, "gravity[3]", "System.Single[]", 3, 20)] public float[] gravity = new System.Single[3]; [DNAFieldAttribute(4, "float", 5, "dt", "float", false, 32)] public float dt; [DNAFieldAttribute(4, "float", 6, "mass", "float", false, 36)] public float mass; [DNAFieldAttribute(4, "float", 7, "structural", "float", false, 40)] public float structural; [DNAFieldAttribute(4, "float", 8, "shear", "float", false, 44)] public float shear; [DNAFieldAttribute(4, "float", 9, "bending", "float", false, 48)] public float bending; [DNAFieldAttribute(4, "float", 10, "max_bend", "float", false, 52)] public float max_bend; [DNAFieldAttribute(4, "float", 11, "max_struct", "float", false, 56)] public float max_struct; [DNAFieldAttribute(4, "float", 12, "max_shear", "float", false, 60)] public float max_shear; [DNAFieldAttribute(4, "float", 13, "max_sewing", "float", false, 64)] public float max_sewing; [DNAFieldAttribute(4, "float", 14, "avg_spring_len", "float", false, 68)] public float avg_spring_len; [DNAFieldAttribute(4, "float", 15, "timescale", "float", false, 72)] public float timescale; [DNAFieldAttribute(4, "float", 16, "time_scale", "float", false, 76)] public float time_scale; [DNAFieldAttribute(4, "float", 17, "maxgoal", "float", false, 80)] public float maxgoal; [DNAFieldAttribute(4, "float", 18, "eff_force_scale", "float", false, 84)] public float eff_force_scale; [DNAFieldAttribute(4, "float", 19, "eff_wind_scale", "float", false, 88)] public float eff_wind_scale; [DNAFieldAttribute(4, "float", 20, "sim_time_old", "float", false, 92)] public float sim_time_old; [DNAFieldAttribute(4, "float", 21, "defgoal", "float", false, 96)] public float defgoal; [DNAFieldAttribute(4, "float", 22, "goalspring", "float", false, 100)] public float goalspring; [DNAFieldAttribute(4, "float", 23, "goalfrict", "float", false, 104)] public float goalfrict; [DNAFieldAttribute(4, "float", 24, "velocity_smooth", "float", false, 108)] public float velocity_smooth; [DNAFieldAttribute(4, "float", 25, "density_target", "float", false, 112)] public float density_target; [DNAFieldAttribute(4, "float", 26, "density_strength", "float", false, 116)] public float density_strength; [DNAFieldAttribute(4, "float", 27, "collider_friction", "float", false, 120)] public float collider_friction; [DNAFieldAttribute(4, "float", 28, "vel_damping", "float", false, 124)] public float vel_damping; [DNAFieldAttribute(4, "float", 29, "shrink_min", "float", false, 128)] public float shrink_min; [DNAFieldAttribute(4, "float", 30, "shrink_max", "float", false, 132)] public float shrink_max; [DNAFieldAttribute(4, "float", 31, "uniform_pressure_force", "float", false, 136)] public float uniform_pressure_force; [DNAFieldAttribute(4, "float", 32, "target_volume", "float", false, 140)] public float target_volume; [DNAFieldAttribute(4, "float", 33, "pressure_factor", "float", false, 144)] public float pressure_factor; [DNAFieldAttribute(4, "float", 34, "fluid_density", "float", false, 148)] public float fluid_density; [DNAFieldAttribute(2, "short", 35, "vgroup_pressure", "short", false, 152)] public short vgroup_pressure; [DNAArrayAttribute(6, "char", 36, "_pad7[6]", "System.Char[]", 6, 154)] public char[] _pad7 = new System.Char[6]; [DNAFieldAttribute(4, "float", 37, "bending_damping", "float", false, 160)] public float bending_damping; [DNAFieldAttribute(4, "float", 38, "voxel_cell_size", "float", false, 164)] public float voxel_cell_size; [DNAFieldAttribute(4, "int", 39, "stepsPerFrame", "int", false, 168)] public int stepsPerFrame; [DNAFieldAttribute(4, "int", 40, "flags", "int", false, 172)] public int flags; [DNAFieldAttribute(4, "int", 41, "preroll", "int", false, 176)] public int preroll; [DNAFieldAttribute(4, "int", 42, "maxspringlen", "int", false, 180)] public int maxspringlen; [DNAFieldAttribute(2, "short", 43, "solver_type", "short", false, 184)] public short solver_type; [DNAFieldAttribute(2, "short", 44, "vgroup_bend", "short", false, 186)] public short vgroup_bend; [DNAFieldAttribute(2, "short", 45, "vgroup_mass", "short", false, 188)] public short vgroup_mass; [DNAFieldAttribute(2, "short", 46, "vgroup_struct", "short", false, 190)] public short vgroup_struct; [DNAFieldAttribute(2, "short", 47, "vgroup_shrink", "short", false, 192)] public short vgroup_shrink; [DNAFieldAttribute(2, "short", 48, "shapekey_rest", "short", false, 194)] public short shapekey_rest; [DNAFieldAttribute(2, "short", 49, "presets", "short", false, 196)] public short presets; [DNAFieldAttribute(2, "short", 50, "reset", "short", false, 198)] public short reset; [DNAFieldAttribute(8, "EffectorWeights", 51, "*effector_weights", "EffectorWeights", true, 200)] public EffectorWeights effector_weights; [DNAFieldAttribute(2, "short", 52, "bending_model", "short", false, 208)] public short bending_model; [DNAFieldAttribute(2, "short", 53, "vgroup_shear", "short", false, 210)] public short vgroup_shear; [DNAFieldAttribute(4, "float", 54, "tension", "float", false, 212)] public float tension; [DNAFieldAttribute(4, "float", 55, "compression", "float", false, 216)] public float compression; [DNAFieldAttribute(4, "float", 56, "max_tension", "float", false, 220)] public float max_tension; [DNAFieldAttribute(4, "float", 57, "max_compression", "float", false, 224)] public float max_compression; [DNAFieldAttribute(4, "float", 58, "tension_damp", "float", false, 228)] public float tension_damp; [DNAFieldAttribute(4, "float", 59, "compression_damp", "float", false, 232)] public float compression_damp; [DNAFieldAttribute(4, "float", 60, "shear_damp", "float", false, 236)] public float shear_damp; [DNAFieldAttribute(4, "float", 61, "internal_spring_max_length", "float", false, 240)] public float internal_spring_max_length; [DNAFieldAttribute(4, "float", 62, "internal_spring_max_diversion", "float", false, 244)] public float internal_spring_max_diversion; [DNAFieldAttribute(2, "short", 63, "vgroup_intern", "short", false, 248)] public short vgroup_intern; [DNAArrayAttribute(2, "char", 64, "_pad1[2]", "System.Char[]", 2, 250)] public char[] _pad1 = new System.Char[2]; [DNAFieldAttribute(4, "float", 65, "internal_tension", "float", false, 252)] public float internal_tension; [DNAFieldAttribute(4, "float", 66, "internal_compression", "float", false, 256)] public float internal_compression; [DNAFieldAttribute(4, "float", 67, "max_internal_tension", "float", false, 260)] public float max_internal_tension; [DNAFieldAttribute(4, "float", 68, "max_internal_compression", "float", false, 264)] public float max_internal_compression; [DNAArrayAttribute(4, "char", 69, "_pad0[4]", "System.Char[]", 4, 268)] public char[] _pad0 = new System.Char[4]; public ClothSimSettings() { this.cache = default; this.mingoal = default; this.Cdis = default; this.Cvi = default; this.gravity = default; this.dt = default; this.mass = default; this.structural = default; this.shear = default; this.bending = default; this.max_bend = default; this.max_struct = default; this.max_shear = default; this.max_sewing = default; this.avg_spring_len = default; this.timescale = default; this.time_scale = default; this.maxgoal = default; this.eff_force_scale = default; this.eff_wind_scale = default; this.sim_time_old = default; this.defgoal = default; this.goalspring = default; this.goalfrict = default; this.velocity_smooth = default; this.density_target = default; this.density_strength = default; this.collider_friction = default; this.vel_damping = default; this.shrink_min = default; this.shrink_max = default; this.uniform_pressure_force = default; this.target_volume = default; this.pressure_factor = default; this.fluid_density = default; this.vgroup_pressure = default; this._pad7 = default; this.bending_damping = default; this.voxel_cell_size = default; this.stepsPerFrame = default; this.flags = default; this.preroll = default; this.maxspringlen = default; this.solver_type = default; this.vgroup_bend = default; this.vgroup_mass = default; this.vgroup_struct = default; this.vgroup_shrink = default; this.shapekey_rest = default; this.presets = default; this.reset = default; this.effector_weights = default; this.bending_model = default; this.vgroup_shear = default; this.tension = default; this.compression = default; this.max_tension = default; this.max_compression = default; this.tension_damp = default; this.compression_damp = default; this.shear_damp = default; this.internal_spring_max_length = default; this.internal_spring_max_diversion = default; this.vgroup_intern = default; this._pad1 = default; this.internal_tension = default; this.internal_compression = default; this.max_internal_tension = default; this.max_internal_compression = default; this._pad0 = default; } public ClothSimSettings( LinkNode 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 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.cache = 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.effector_weights = 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; } } }