//------------------------------------------------------------------------------ // // 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(414, "MaterialGPencilStyle", 152)] public class MaterialGPencilStyle { [DNAFieldAttribute(8, "Image", 0, "*sima", "Image", true, 0)] public Image sima; [DNAFieldAttribute(8, "Image", 1, "*ima", "Image", true, 8)] public Image ima; [DNAArrayAttribute(16, "float", 2, "stroke_rgba[4]", "System.Single[]", 4, false, 16)] public float[] stroke_rgba = new System.Single[4]; [DNAArrayAttribute(16, "float", 3, "fill_rgba[4]", "System.Single[]", 4, false, 32)] public float[] fill_rgba = new System.Single[4]; [DNAArrayAttribute(16, "float", 4, "mix_rgba[4]", "System.Single[]", 4, false, 48)] public float[] mix_rgba = new System.Single[4]; [DNAFieldAttribute(2, "short", 5, "flag", "short", false, 64)] public short flag; [DNAFieldAttribute(2, "short", 6, "index", "short", false, 66)] public short index; [DNAFieldAttribute(2, "short", 7, "stroke_style", "short", false, 68)] public short stroke_style; [DNAFieldAttribute(2, "short", 8, "fill_style", "short", false, 70)] public short fill_style; [DNAFieldAttribute(4, "float", 9, "mix_factor", "float", false, 72)] public float mix_factor; [DNAFieldAttribute(4, "float", 10, "gradient_angle", "float", false, 76)] public float gradient_angle; [DNAFieldAttribute(4, "float", 11, "gradient_radius", "float", false, 80)] public float gradient_radius; [DNAArrayAttribute(4, "char", 12, "_pad2[4]", "System.Char[]", 4, false, 84)] public char[] _pad2 = new System.Char[4]; [DNAArrayAttribute(8, "float", 13, "gradient_scale[2]", "System.Single[]", 2, false, 88)] public float[] gradient_scale = new System.Single[2]; [DNAArrayAttribute(8, "float", 14, "gradient_shift[2]", "System.Single[]", 2, false, 96)] public float[] gradient_shift = new System.Single[2]; [DNAFieldAttribute(4, "float", 15, "texture_angle", "float", false, 104)] public float texture_angle; [DNAArrayAttribute(8, "float", 16, "texture_scale[2]", "System.Single[]", 2, false, 108)] public float[] texture_scale = new System.Single[2]; [DNAArrayAttribute(8, "float", 17, "texture_offset[2]", "System.Single[]", 2, false, 116)] public float[] texture_offset = new System.Single[2]; [DNAFieldAttribute(4, "float", 18, "texture_opacity", "float", false, 124)] public float texture_opacity; [DNAFieldAttribute(4, "float", 19, "texture_pixsize", "float", false, 128)] public float texture_pixsize; [DNAFieldAttribute(4, "int", 20, "mode", "int", false, 132)] public int mode; [DNAFieldAttribute(4, "int", 21, "gradient_type", "int", false, 136)] public int gradient_type; [DNAFieldAttribute(4, "float", 22, "mix_stroke_factor", "float", false, 140)] public float mix_stroke_factor; [DNAFieldAttribute(4, "int", 23, "alignment_mode", "int", false, 144)] public int alignment_mode; [DNAFieldAttribute(4, "float", 24, "alignment_rotation", "float", false, 148)] public float alignment_rotation; public MaterialGPencilStyle() { this.sima = default; this.ima = default; this.stroke_rgba = default; this.fill_rgba = default; this.mix_rgba = default; this.flag = default; this.index = default; this.stroke_style = default; this.fill_style = default; this.mix_factor = default; this.gradient_angle = default; this.gradient_radius = default; this._pad2 = default; this.gradient_scale = default; this.gradient_shift = default; this.texture_angle = default; this.texture_scale = default; this.texture_offset = default; this.texture_opacity = default; this.texture_pixsize = default; this.mode = default; this.gradient_type = default; this.mix_stroke_factor = default; this.alignment_mode = default; this.alignment_rotation = default; } public MaterialGPencilStyle( Image sima, Image ima, float[] stroke_rgba, float[] fill_rgba, float[] mix_rgba, short flag, short index, short stroke_style, short fill_style, float mix_factor, float gradient_angle, float gradient_radius, char[] _pad2, float[] gradient_scale, float[] gradient_shift, float texture_angle, float[] texture_scale, float[] texture_offset, float texture_opacity, float texture_pixsize, int mode, int gradient_type, float mix_stroke_factor, int alignment_mode, float alignment_rotation) { this.sima = sima; this.ima = ima; this.stroke_rgba = stroke_rgba; this.fill_rgba = fill_rgba; this.mix_rgba = mix_rgba; this.flag = flag; this.index = index; this.stroke_style = stroke_style; this.fill_style = fill_style; this.mix_factor = mix_factor; this.gradient_angle = gradient_angle; this.gradient_radius = gradient_radius; this._pad2 = _pad2; this.gradient_scale = gradient_scale; this.gradient_shift = gradient_shift; this.texture_angle = texture_angle; this.texture_scale = texture_scale; this.texture_offset = texture_offset; this.texture_opacity = texture_opacity; this.texture_pixsize = texture_pixsize; this.mode = mode; this.gradient_type = gradient_type; this.mix_stroke_factor = mix_stroke_factor; this.alignment_mode = alignment_mode; this.alignment_rotation = alignment_rotation; } } }