//------------------------------------------------------------------------------ // // 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(553, "GreasePencilTextureModifierData")] public struct GreasePencilTextureModifierData { [DNAFieldAttribute(0, "ModifierData", "modifier", 120)] public ModifierData modifier; [DNAFieldAttribute(1, "GreasePencilModifierInfluenceData", "influence", 168)] public GreasePencilModifierInfluenceData influence; [DNAFieldAttribute(2, "float", "uv_offset", 4)] public float uv_offset; [DNAFieldAttribute(3, "float", "uv_scale", 4)] public float uv_scale; [DNAFieldAttribute(4, "float", "fill_rotation", 4)] public float fill_rotation; [DNAFieldAttribute(5, "float", "fill_offset[2]", 4)] public float[] fill_offset = new System.Single[2]; [DNAFieldAttribute(6, "float", "fill_scale", 4)] public float fill_scale; [DNAFieldAttribute(7, "int", "layer_pass", 4)] public int layer_pass; [DNAFieldAttribute(8, "short", "fit_method", 2)] public short fit_method; [DNAFieldAttribute(9, "short", "mode", 2)] public short mode; [DNAFieldAttribute(10, "float", "alignment_rotation", 4)] public float alignment_rotation; [DNAFieldAttribute(11, "char", "_pad[4]", 1)] public char[] _pad = new System.Char[4]; public GreasePencilTextureModifierData() { this.modifier = default; this.influence = default; this.uv_offset = default; this.uv_scale = default; this.fill_rotation = default; this.fill_offset = default; this.fill_scale = default; this.layer_pass = default; this.fit_method = default; this.mode = default; this.alignment_rotation = default; this._pad = default; } public GreasePencilTextureModifierData(ModifierData modifier, GreasePencilModifierInfluenceData influence, float uv_offset, float uv_scale, float fill_rotation, float[] fill_offset, float fill_scale, int layer_pass, short fit_method, short mode, float alignment_rotation, char[] _pad) { this.modifier = modifier; this.influence = influence; this.uv_offset = uv_offset; this.uv_scale = uv_scale; this.fill_rotation = fill_rotation; this.fill_offset = fill_offset; this.fill_scale = fill_scale; this.layer_pass = layer_pass; this.fit_method = fit_method; this.mode = mode; this.alignment_rotation = alignment_rotation; this._pad = _pad; } } }