//------------------------------------------------------------------------------ // // 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(349, "World", 400)] public class World { [DNAFieldAttribute(208, "ID", 0, "id", "ID", false, 0)] public ID id; [DNAFieldAttribute(8, "AnimData", 1, "*adt", "AnimData", true, 208)] public AnimData adt; [DNAFieldAttribute(16, "DrawDataList", 2, "drawdata", "DrawDataList", false, 216)] public DrawDataList drawdata; [DNAArrayAttribute(4, "char", 3, "_pad0[4]", "System.Char[]", 4, 232)] public char[] _pad0 = new System.Char[4]; [DNAFieldAttribute(2, "short", 4, "texact", "short", false, 236)] public short texact; [DNAFieldAttribute(2, "short", 5, "mistype", "short", false, 238)] public short mistype; [DNAFieldAttribute(4, "float", 6, "horr", "float", false, 240)] public float horr; [DNAFieldAttribute(4, "float", 7, "horg", "float", false, 244)] public float horg; [DNAFieldAttribute(4, "float", 8, "horb", "float", false, 248)] public float horb; [DNAFieldAttribute(4, "float", 9, "exposure", "float", false, 252)] public float exposure; [DNAFieldAttribute(4, "float", 10, "exp", "float", false, 256)] public float exp; [DNAFieldAttribute(4, "float", 11, "range", "float", false, 260)] public float range; [DNAFieldAttribute(2, "short", 12, "mode", "short", false, 264)] public short mode; [DNAArrayAttribute(6, "char", 13, "_pad2[6]", "System.Char[]", 6, 266)] public char[] _pad2 = new System.Char[6]; [DNAFieldAttribute(4, "float", 14, "misi", "float", false, 272)] public float misi; [DNAFieldAttribute(4, "float", 15, "miststa", "float", false, 276)] public float miststa; [DNAFieldAttribute(4, "float", 16, "mistdist", "float", false, 280)] public float mistdist; [DNAFieldAttribute(4, "float", 17, "misthi", "float", false, 284)] public float misthi; [DNAFieldAttribute(4, "float", 18, "aodist", "float", false, 288)] public float aodist; [DNAFieldAttribute(4, "float", 19, "aoenergy", "float", false, 292)] public float aoenergy; [DNAFieldAttribute(2, "short", 20, "flag", "short", false, 296)] public short flag; [DNAArrayAttribute(2, "char", 21, "_pad3[2]", "System.Char[]", 2, 298)] public char[] _pad3 = new System.Char[2]; [DNAFieldAttribute(4, "int", 22, "probe_resolution", "int", false, 300)] public int probe_resolution; [DNAFieldAttribute(4, "float", 23, "sun_threshold", "float", false, 304)] public float sun_threshold; [DNAFieldAttribute(4, "float", 24, "sun_angle", "float", false, 308)] public float sun_angle; [DNAFieldAttribute(4, "float", 25, "sun_shadow_maximum_resolution", "float", false, 312)] public float sun_shadow_maximum_resolution; [DNAFieldAttribute(4, "float", 26, "sun_shadow_jitter_overblur", "float", false, 316)] public float sun_shadow_jitter_overblur; [DNAFieldAttribute(4, "float", 27, "sun_shadow_filter_radius", "float", false, 320)] public float sun_shadow_filter_radius; [DNAArrayAttribute(4, "char", 28, "_pad4[4]", "System.Char[]", 4, 324)] public char[] _pad4 = new System.Char[4]; [DNAFieldAttribute(8, "Ipo", 29, "*ipo", "Ipo", true, 328)] public Ipo ipo; [DNAFieldAttribute(2, "short", 30, "pr_texture", "short", false, 336)] public short pr_texture; [DNAFieldAttribute(2, "short", 31, "use_nodes", "short", false, 338)] public short use_nodes; [DNAArrayAttribute(4, "char", 32, "_pad[4]", "System.Char[]", 4, 340)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(8, "PreviewImage", 33, "*preview", "PreviewImage", true, 344)] public PreviewImage preview; [DNAFieldAttribute(8, "bNodeTree", 34, "*nodetree", "bNodeTree", true, 352)] public bNodeTree nodetree; [DNAFieldAttribute(8, "LightgroupMembership", 35, "*lightgroup", "LightgroupMembership", true, 360)] public LightgroupMembership lightgroup; [DNAFieldAttribute(8, "void", 36, "*_pad1", "void", true, 368)] public object _pad1; [DNAFieldAttribute(16, "ListBase", 37, "gpumaterial", "ListBase", false, 376)] public ListBase gpumaterial; [DNAFieldAttribute(8, "uint64_t", 38, "last_update", "uint64_t", false, 392)] public ulong last_update; public World() { this.id = default; this.adt = default; this.drawdata = default; this._pad0 = default; this.texact = default; this.mistype = default; this.horr = default; this.horg = default; this.horb = default; this.exposure = default; this.exp = default; this.range = default; this.mode = default; this._pad2 = default; this.misi = default; this.miststa = default; this.mistdist = default; this.misthi = default; this.aodist = default; this.aoenergy = default; this.flag = default; this._pad3 = default; this.probe_resolution = default; this.sun_threshold = default; this.sun_angle = default; this.sun_shadow_maximum_resolution = default; this.sun_shadow_jitter_overblur = default; this.sun_shadow_filter_radius = default; this._pad4 = default; this.ipo = default; this.pr_texture = default; this.use_nodes = default; this._pad = default; this.preview = default; this.nodetree = default; this.lightgroup = default; this._pad1 = default; this.gpumaterial = default; this.last_update = default; } public World( ID id, AnimData adt, DrawDataList drawdata, char[] _pad0, short texact, short mistype, float horr, float horg, float horb, float exposure, float exp, float range, short mode, char[] _pad2, float misi, float miststa, float mistdist, float misthi, float aodist, float aoenergy, short flag, char[] _pad3, int probe_resolution, float sun_threshold, float sun_angle, float sun_shadow_maximum_resolution, float sun_shadow_jitter_overblur, float sun_shadow_filter_radius, char[] _pad4, Ipo ipo, short pr_texture, short use_nodes, char[] _pad, PreviewImage preview, bNodeTree nodetree, LightgroupMembership lightgroup, object _pad1, ListBase gpumaterial, ulong last_update) { this.id = id; this.adt = adt; this.drawdata = drawdata; this._pad0 = _pad0; this.texact = texact; this.mistype = mistype; this.horr = horr; this.horg = horg; this.horb = horb; this.exposure = exposure; this.exp = exp; this.range = range; this.mode = mode; this._pad2 = _pad2; this.misi = misi; this.miststa = miststa; this.mistdist = mistdist; this.misthi = misthi; this.aodist = aodist; this.aoenergy = aoenergy; this.flag = flag; this._pad3 = _pad3; this.probe_resolution = probe_resolution; this.sun_threshold = sun_threshold; this.sun_angle = sun_angle; this.sun_shadow_maximum_resolution = sun_shadow_maximum_resolution; this.sun_shadow_jitter_overblur = sun_shadow_jitter_overblur; this.sun_shadow_filter_radius = sun_shadow_filter_radius; this._pad4 = _pad4; this.ipo = ipo; this.pr_texture = pr_texture; this.use_nodes = use_nodes; this._pad = _pad; this.preview = preview; this.nodetree = nodetree; this.lightgroup = lightgroup; this._pad1 = _pad1; this.gpumaterial = gpumaterial; this.last_update = last_update; } } }