//------------------------------------------------------------------------------ // // 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; public class DynamicPaintBrushSettings { [DNAFieldAttribute(0, "DynamicPaintModifierData", "*pmd", 144)] public DynamicPaintModifierData ptr_pmd; [DNAFieldAttribute(1, "ParticleSystem", "*psys", 696)] public ParticleSystem ptr_psys; [DNAFieldAttribute(2, "int", "flags", 4)] public int flags; [DNAFieldAttribute(3, "int", "collision", 4)] public int collision; [DNAFieldAttribute(4, "float", "r", 4)] public float r; [DNAFieldAttribute(5, "float", "g", 4)] public float g; [DNAFieldAttribute(6, "float", "b", 4)] public float b; [DNAFieldAttribute(7, "float", "alpha", 4)] public float alpha; [DNAFieldAttribute(8, "float", "wetness", 4)] public float wetness; [DNAFieldAttribute(9, "float", "particle_radius", 4)] public float particle_radius; [DNAFieldAttribute(10, "float", "particle_smooth", 4)] public float particle_smooth; [DNAFieldAttribute(11, "float", "paint_distance", 4)] public float paint_distance; [DNAFieldAttribute(12, "ColorBand", "*paint_ramp", 776)] public ColorBand ptr_paint_ramp; [DNAFieldAttribute(13, "ColorBand", "*vel_ramp", 776)] public ColorBand ptr_vel_ramp; [DNAFieldAttribute(14, "short", "proximity_falloff", 2)] public short proximity_falloff; [DNAFieldAttribute(15, "short", "wave_type", 2)] public short wave_type; [DNAFieldAttribute(16, "short", "ray_dir", 2)] public short ray_dir; [DNAFieldAttribute(17, "char", "_pad[2]", 1)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(18, "float", "wave_factor", 4)] public float wave_factor; [DNAFieldAttribute(19, "float", "wave_clamp", 4)] public float wave_clamp; [DNAFieldAttribute(20, "float", "max_velocity", 4)] public float max_velocity; [DNAFieldAttribute(21, "float", "smudge_strength", 4)] public float smudge_strength; public DynamicPaintBrushSettings( DynamicPaintModifierData ptr_pmd, ParticleSystem ptr_psys, int flags, int collision, float r, float g, float b, float alpha, float wetness, float particle_radius, float particle_smooth, float paint_distance, ColorBand ptr_paint_ramp, ColorBand ptr_vel_ramp, short proximity_falloff, short wave_type, short ray_dir, char[] _pad, float wave_factor, float wave_clamp, float max_velocity, float smudge_strength) { this.ptr_pmd = ptr_pmd; this.ptr_psys = ptr_psys; this.flags = flags; this.collision = collision; this.r = r; this.g = g; this.b = b; this.alpha = alpha; this.wetness = wetness; this.particle_radius = particle_radius; this.particle_smooth = particle_smooth; this.paint_distance = paint_distance; this.ptr_paint_ramp = ptr_paint_ramp; this.ptr_vel_ramp = ptr_vel_ramp; this.proximity_falloff = proximity_falloff; this.wave_type = wave_type; this.ray_dir = ray_dir; this._pad = _pad; this.wave_factor = wave_factor; this.wave_clamp = wave_clamp; this.max_velocity = max_velocity; this.smudge_strength = smudge_strength; } } }