//------------------------------------------------------------------------------ // // 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(163, "ViewLayer", 328)] public class ViewLayer { [DNAFieldAttribute(8, "ViewLayer", 0, "*next", "ViewLayer", true, 0)] public ViewLayer next; [DNAFieldAttribute(8, "ViewLayer", 1, "*prev", "ViewLayer", true, 8)] public ViewLayer prev; [DNAArrayAttribute(64, "char", 2, "name[64]", "System.Char[]", 64, 16)] public char[] name = new System.Char[64]; [DNAFieldAttribute(2, "short", 3, "flag", "short", false, 80)] public short flag; [DNAArrayAttribute(6, "char", 4, "_pad[6]", "System.Char[]", 6, 82)] public char[] _pad = new System.Char[6]; [DNAFieldAttribute(16, "ListBase", 5, "object_bases", "ListBase", false, 88)] public ListBase object_bases; [DNAFieldAttribute(8, "SceneStats", 6, "*stats", "SceneStats", true, 104)] public SceneStats stats; [DNAFieldAttribute(8, "Base", 7, "*basact", "Base", true, 112)] public Base basact; [DNAFieldAttribute(16, "ListBase", 8, "layer_collections", "ListBase", false, 120)] public ListBase layer_collections; [DNAFieldAttribute(8, "LayerCollection", 9, "*active_collection", "LayerCollection", true, 136)] public LayerCollection active_collection; [DNAFieldAttribute(4, "int", 10, "layflag", "int", false, 144)] public int layflag; [DNAFieldAttribute(4, "int", 11, "passflag", "int", false, 148)] public int passflag; [DNAFieldAttribute(4, "float", 12, "pass_alpha_threshold", "float", false, 152)] public float pass_alpha_threshold; [DNAFieldAttribute(2, "short", 13, "cryptomatte_flag", "short", false, 156)] public short cryptomatte_flag; [DNAFieldAttribute(2, "short", 14, "cryptomatte_levels", "short", false, 158)] public short cryptomatte_levels; [DNAArrayAttribute(4, "char", 15, "_pad1[4]", "System.Char[]", 4, 160)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(4, "int", 16, "samples", "int", false, 164)] public int samples; [DNAFieldAttribute(8, "Material", 17, "*mat_override", "Material", true, 168)] public Material mat_override; [DNAFieldAttribute(8, "World", 18, "*world_override", "World", true, 176)] public World world_override; [DNAFieldAttribute(8, "IDProperty", 19, "*id_properties", "IDProperty", true, 184)] public IDProperty id_properties; [DNAFieldAttribute(56, "FreestyleConfig", 20, "freestyle_config", "FreestyleConfig", false, 192)] public FreestyleConfig freestyle_config; [DNAFieldAttribute(8, "ViewLayerEEVEE", 21, "eevee", "ViewLayerEEVEE", false, 248)] public ViewLayerEEVEE eevee; [DNAFieldAttribute(16, "ListBase", 22, "aovs", "ListBase", false, 256)] public ListBase aovs; [DNAFieldAttribute(8, "ViewLayerAOV", 23, "*active_aov", "ViewLayerAOV", true, 272)] public ViewLayerAOV active_aov; [DNAFieldAttribute(16, "ListBase", 24, "lightgroups", "ListBase", false, 280)] public ListBase lightgroups; [DNAFieldAttribute(8, "ViewLayerLightgroup", 25, "*active_lightgroup", "ViewLayerLightgroup", true, 296)] public ViewLayerLightgroup active_lightgroup; [DNAFieldAttribute(16, "ListBase", 26, "drawdata", "ListBase", false, 304)] public ListBase drawdata; [DNAFieldAttribute(8, "GHash", 28, "*object_bases_hash", "GHash", true, 320)] public GHash object_bases_hash; public ViewLayer() { this.next = default; this.prev = default; this.name = default; this.flag = default; this._pad = default; this.object_bases = default; this.stats = default; this.basact = default; this.layer_collections = default; this.active_collection = default; this.layflag = default; this.passflag = default; this.pass_alpha_threshold = default; this.cryptomatte_flag = default; this.cryptomatte_levels = default; this._pad1 = default; this.samples = default; this.mat_override = default; this.world_override = default; this.id_properties = default; this.freestyle_config = default; this.eevee = default; this.aovs = default; this.active_aov = default; this.lightgroups = default; this.active_lightgroup = default; this.drawdata = default; this.object_bases_hash = default; } public ViewLayer( ViewLayer next, ViewLayer prev, char[] name, short flag, char[] _pad, ListBase object_bases, SceneStats stats, Base basact, ListBase layer_collections, LayerCollection active_collection, int layflag, int passflag, float pass_alpha_threshold, short cryptomatte_flag, short cryptomatte_levels, char[] _pad1, int samples, Material mat_override, World world_override, IDProperty id_properties, FreestyleConfig freestyle_config, ViewLayerEEVEE eevee, ListBase aovs, ViewLayerAOV active_aov, ListBase lightgroups, ViewLayerLightgroup active_lightgroup, ListBase drawdata, GHash object_bases_hash) { this.next = next; this.prev = prev; this.name = name; this.flag = flag; this._pad = _pad; this.object_bases = object_bases; this.stats = stats; this.basact = basact; this.layer_collections = layer_collections; this.active_collection = active_collection; this.layflag = layflag; this.passflag = passflag; this.pass_alpha_threshold = pass_alpha_threshold; this.cryptomatte_flag = cryptomatte_flag; this.cryptomatte_levels = cryptomatte_levels; this._pad1 = _pad1; this.samples = samples; this.mat_override = mat_override; this.world_override = world_override; this.id_properties = id_properties; this.freestyle_config = freestyle_config; this.eevee = eevee; this.aovs = aovs; this.active_aov = active_aov; this.lightgroups = lightgroups; this.active_lightgroup = active_lightgroup; this.drawdata = drawdata; this.object_bases_hash = object_bases_hash; } } }