//------------------------------------------------------------------------------ // // 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(147, "ImageUser", 40)] public class ImageUser { [DNAFieldAttribute(0, "Scene", "*scene", "Scene", 8, true)] public Scene ptr_scene; [DNAFieldAttribute(1, "int", "framenr", "int", 4, false)] public int framenr; [DNAFieldAttribute(2, "int", "frames", "int", 4, false)] public int frames; [DNAFieldAttribute(3, "int", "offset", "int", 4, false)] public int offset; [DNAFieldAttribute(4, "int", "sfra", "int", 4, false)] public int sfra; [DNAFieldAttribute(5, "char", "cycl", "char", 1, false)] public char cycl; [DNAFieldAttribute(6, "char", "multiview_eye", "char", 1, false)] public char multiview_eye; [DNAFieldAttribute(7, "short", "pass", "short", 2, false)] public short pass; [DNAFieldAttribute(8, "int", "tile", "int", 4, false)] public int tile; [DNAFieldAttribute(9, "short", "multi_index", "short", 2, false)] public short multi_index; [DNAFieldAttribute(10, "short", "view", "short", 2, false)] public short view; [DNAFieldAttribute(11, "short", "layer", "short", 2, false)] public short layer; [DNAFieldAttribute(12, "short", "flag", "short", 2, false)] public short flag; public ImageUser() { this.ptr_scene = default; this.framenr = default; this.frames = default; this.offset = default; this.sfra = default; this.cycl = default; this.multiview_eye = default; this.pass = default; this.tile = default; this.multi_index = default; this.view = default; this.layer = default; this.flag = default; } public ImageUser(Scene ptr_scene, int framenr, int frames, int offset, int sfra, char cycl, char multiview_eye, short pass, int tile, short multi_index, short view, short layer, short flag) { this.ptr_scene = ptr_scene; this.framenr = framenr; this.frames = frames; this.offset = offset; this.sfra = sfra; this.cycl = cycl; this.multiview_eye = multiview_eye; this.pass = pass; this.tile = tile; this.multi_index = multi_index; this.view = view; this.layer = layer; this.flag = flag; } } }