//------------------------------------------------------------------------------ // // 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; namespace BlendFile.DNA { public class Material { public ID id; public AnimData ptr_adt; public short flag; public char surface_render_method; public char[] _pad1 = new System.Char[1]; public float r; public float g; public float b; public float a; public float specr; public float specg; public float specb; public float alpha; public float ray_mirror; public float spec; public float gloss_mir; public float roughness; public float metallic; public char use_nodes; public char pr_type; public short pr_texture; public short pr_flag; public short index; public bNodeTree ptr_nodetree; public Ipo ptr_ipo; public PreviewImage ptr_preview; public float[] line_col = new System.Single[4]; public short line_priority; public short vcol_alpha; public short paint_active_slot; public short paint_clone_slot; public short tot_slots; public char displacement_method; public char thickness_mode; public float alpha_threshold; public float refract_depth; public char blend_method; public char blend_shadow; public char blend_flag; public char volume_intersection_method; public float inflate_bounds; public char[] _pad3 = new System.Char[4]; public TexPaintSlot ptr_texpaintslot; public ListBase gpumaterial; public MaterialGPencilStyle ptr_gp_style; public MaterialLineArt lineart; public Material( ID id, AnimData ptr_adt, short flag, char surface_render_method, char[] _pad1, float r, float g, float b, float a, float specr, float specg, float specb, float alpha, float ray_mirror, float spec, float gloss_mir, float roughness, float metallic, char use_nodes, char pr_type, short pr_texture, short pr_flag, short index, bNodeTree ptr_nodetree, Ipo ptr_ipo, PreviewImage ptr_preview, float[] line_col, short line_priority, short vcol_alpha, short paint_active_slot, short paint_clone_slot, short tot_slots, char displacement_method, char thickness_mode, float alpha_threshold, float refract_depth, char blend_method, char blend_shadow, char blend_flag, char volume_intersection_method, float inflate_bounds, char[] _pad3, TexPaintSlot ptr_texpaintslot, ListBase gpumaterial, MaterialGPencilStyle ptr_gp_style, MaterialLineArt lineart) { this.id = id; this.ptr_adt = ptr_adt; this.flag = flag; this.surface_render_method = surface_render_method; this._pad1 = _pad1; this.r = r; this.g = g; this.b = b; this.a = a; this.specr = specr; this.specg = specg; this.specb = specb; this.alpha = alpha; this.ray_mirror = ray_mirror; this.spec = spec; this.gloss_mir = gloss_mir; this.roughness = roughness; this.metallic = metallic; this.use_nodes = use_nodes; this.pr_type = pr_type; this.pr_texture = pr_texture; this.pr_flag = pr_flag; this.index = index; this.ptr_nodetree = ptr_nodetree; this.ptr_ipo = ptr_ipo; this.ptr_preview = ptr_preview; this.line_col = line_col; this.line_priority = line_priority; this.vcol_alpha = vcol_alpha; this.paint_active_slot = paint_active_slot; this.paint_clone_slot = paint_clone_slot; this.tot_slots = tot_slots; this.displacement_method = displacement_method; this.thickness_mode = thickness_mode; this.alpha_threshold = alpha_threshold; this.refract_depth = refract_depth; this.blend_method = blend_method; this.blend_shadow = blend_shadow; this.blend_flag = blend_flag; this.volume_intersection_method = volume_intersection_method; this.inflate_bounds = inflate_bounds; this._pad3 = _pad3; this.ptr_texpaintslot = ptr_texpaintslot; this.gpumaterial = gpumaterial; this.ptr_gp_style = ptr_gp_style; this.lineart = lineart; } } }