//------------------------------------------------------------------------------ // // 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(301, "WeightAngleGpencilModifierData")] public class WeightAngleGpencilModifierData { [DNAFieldAttribute(0, "GpencilModifierData", "modifier", 104)] public GpencilModifierData modifier; [DNAFieldAttribute(1, "char", "target_vgname[64]", 1)] public char[] target_vgname = new System.Char[64]; [DNAFieldAttribute(2, "Material", "*material", 392)] public Material ptr_material; [DNAFieldAttribute(3, "char", "layername[64]", 1)] public char[] layername = new System.Char[64]; [DNAFieldAttribute(4, "char", "vgname[64]", 1)] public char[] vgname = new System.Char[64]; [DNAFieldAttribute(5, "int", "pass_index", 4)] public int pass_index; [DNAFieldAttribute(6, "int", "flag", 4)] public int flag; [DNAFieldAttribute(7, "float", "min_weight", 4)] public float min_weight; [DNAFieldAttribute(8, "int", "layer_pass", 4)] public int layer_pass; [DNAFieldAttribute(9, "short", "axis", 2)] public short axis; [DNAFieldAttribute(10, "short", "space", 2)] public short space; [DNAFieldAttribute(11, "float", "angle", 4)] public float angle; public WeightAngleGpencilModifierData() { this.modifier = default; this.target_vgname = default; this.ptr_material = default; this.layername = default; this.vgname = default; this.pass_index = default; this.flag = default; this.min_weight = default; this.layer_pass = default; this.axis = default; this.space = default; this.angle = default; } public WeightAngleGpencilModifierData(GpencilModifierData modifier, char[] target_vgname, Material ptr_material, char[] layername, char[] vgname, int pass_index, int flag, float min_weight, int layer_pass, short axis, short space, float angle) { this.modifier = modifier; this.target_vgname = target_vgname; this.ptr_material = ptr_material; this.layername = layername; this.vgname = vgname; this.pass_index = pass_index; this.flag = flag; this.min_weight = min_weight; this.layer_pass = layer_pass; this.axis = axis; this.space = space; this.angle = angle; } } }