//------------------------------------------------------------------------------ // // 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(248, "FluidEffectorSettings", 56)] public class FluidEffectorSettings { [DNAFieldAttribute(8, "FluidModifierData", 0, "*fmd", "FluidModifierData", true, 0)] public FluidModifierData fmd; [DNAFieldAttribute(8, "Mesh", 1, "*mesh", "Mesh", true, 8)] public Mesh mesh; [DNAFieldAttribute(8, "float", 2, "*verts_old", "float", true, 16)] public float verts_old; [DNAFieldAttribute(4, "int", 3, "numverts", "int", false, 24)] public int numverts; [DNAFieldAttribute(4, "float", 4, "surface_distance", "float", false, 28)] public float surface_distance; [DNAFieldAttribute(4, "int", 5, "flags", "int", false, 32)] public int flags; [DNAFieldAttribute(4, "int", 6, "subframes", "int", false, 36)] public int subframes; [DNAFieldAttribute(2, "short", 7, "type", "short", false, 40)] public short type; [DNAArrayAttribute(6, "char", 8, "_pad1[6]", "System.Char[]", 6, false, 42)] public char[] _pad1 = new System.Char[6]; [DNAFieldAttribute(4, "float", 9, "vel_multi", "float", false, 48)] public float vel_multi; [DNAFieldAttribute(2, "short", 10, "guiding_mode", "short", false, 52)] public short guiding_mode; [DNAArrayAttribute(2, "char", 11, "_pad2[2]", "System.Char[]", 2, false, 54)] public char[] _pad2 = new System.Char[2]; public FluidEffectorSettings() { this.fmd = default; this.mesh = default; this.verts_old = default; this.numverts = default; this.surface_distance = default; this.flags = default; this.subframes = default; this.type = default; this._pad1 = default; this.vel_multi = default; this.guiding_mode = default; this._pad2 = default; } public FluidEffectorSettings(FluidModifierData fmd, Mesh mesh, float verts_old, int numverts, float surface_distance, int flags, int subframes, short type, char[] _pad1, float vel_multi, short guiding_mode, char[] _pad2) { this.fmd = fmd; this.mesh = mesh; this.verts_old = verts_old; this.numverts = numverts; this.surface_distance = surface_distance; this.flags = flags; this.subframes = subframes; this.type = type; this._pad1 = _pad1; this.vel_multi = vel_multi; this.guiding_mode = guiding_mode; this._pad2 = _pad2; } } }