//------------------------------------------------------------------------------ // // 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 Lamp { [DNAFieldAttribute(0, "ID", "id", 208)] public ID id; [DNAFieldAttribute(1, "AnimData", "*adt", 248)] public AnimData ptr_adt; [DNAFieldAttribute(2, "short", "type", 2)] public short type; [DNAFieldAttribute(3, "short", "flag", 2)] public short flag; [DNAFieldAttribute(4, "int", "mode", 4)] public int mode; [DNAFieldAttribute(5, "float", "r", 4)] public float r; [DNAFieldAttribute(6, "float", "g", 4)] public float g; [DNAFieldAttribute(7, "float", "b", 4)] public float b; [DNAFieldAttribute(8, "float", "energy_new", 4)] public float energy_new; [DNAFieldAttribute(9, "float", "radius", 4)] public float radius; [DNAFieldAttribute(10, "float", "spotsize", 4)] public float spotsize; [DNAFieldAttribute(11, "float", "spotblend", 4)] public float spotblend; [DNAFieldAttribute(12, "short", "area_shape", 2)] public short area_shape; [DNAFieldAttribute(13, "short", "_pad1", 2)] public short _pad1; [DNAFieldAttribute(14, "float", "area_size", 4)] public float area_size; [DNAFieldAttribute(15, "float", "area_sizey", 4)] public float area_sizey; [DNAFieldAttribute(16, "float", "area_sizez", 4)] public float area_sizez; [DNAFieldAttribute(17, "float", "area_spread", 4)] public float area_spread; [DNAFieldAttribute(18, "float", "sun_angle", 4)] public float sun_angle; [DNAFieldAttribute(19, "short", "pr_texture", 2)] public short pr_texture; [DNAFieldAttribute(20, "short", "use_nodes", 2)] public short use_nodes; [DNAFieldAttribute(21, "float", "clipsta", 4)] public float clipsta; [DNAFieldAttribute(22, "float", "clipend", 4)] public float clipend; [DNAFieldAttribute(23, "float", "cascade_max_dist", 4)] public float cascade_max_dist; [DNAFieldAttribute(24, "float", "cascade_exponent", 4)] public float cascade_exponent; [DNAFieldAttribute(25, "float", "cascade_fade", 4)] public float cascade_fade; [DNAFieldAttribute(26, "int", "cascade_count", 4)] public int cascade_count; [DNAFieldAttribute(27, "float", "diff_fac", 4)] public float diff_fac; [DNAFieldAttribute(28, "float", "spec_fac", 4)] public float spec_fac; [DNAFieldAttribute(29, "float", "transmission_fac", 4)] public float transmission_fac; [DNAFieldAttribute(30, "float", "volume_fac", 4)] public float volume_fac; [DNAFieldAttribute(31, "float", "att_dist", 4)] public float att_dist; [DNAFieldAttribute(32, "float", "shadow_filter_radius", 4)] public float shadow_filter_radius; [DNAFieldAttribute(33, "float", "shadow_maximum_resolution", 4)] public float shadow_maximum_resolution; [DNAFieldAttribute(34, "float", "shadow_jitter_overblur", 4)] public float shadow_jitter_overblur; [DNAFieldAttribute(35, "PreviewImage", "*preview", 48)] public PreviewImage ptr_preview; [DNAFieldAttribute(36, "bNodeTree", "*nodetree", 544)] public bNodeTree ptr_nodetree; [DNAFieldAttribute(37, "Ipo", "*ipo", 248)] public Ipo ptr_ipo; [DNAFieldAttribute(38, "float", "energy", 4)] public float energy; [DNAFieldAttribute(39, "float", "_pad2", 4)] public float _pad2; public Lamp( ID id, AnimData ptr_adt, short type, short flag, int mode, float r, float g, float b, float energy_new, float radius, float spotsize, float spotblend, short area_shape, short _pad1, float area_size, float area_sizey, float area_sizez, float area_spread, float sun_angle, short pr_texture, short use_nodes, float clipsta, float clipend, float cascade_max_dist, float cascade_exponent, float cascade_fade, int cascade_count, float diff_fac, float spec_fac, float transmission_fac, float volume_fac, float att_dist, float shadow_filter_radius, float shadow_maximum_resolution, float shadow_jitter_overblur, PreviewImage ptr_preview, bNodeTree ptr_nodetree, Ipo ptr_ipo, float energy, float _pad2) { this.id = id; this.ptr_adt = ptr_adt; this.type = type; this.flag = flag; this.mode = mode; this.r = r; this.g = g; this.b = b; this.energy_new = energy_new; this.radius = radius; this.spotsize = spotsize; this.spotblend = spotblend; this.area_shape = area_shape; this._pad1 = _pad1; this.area_size = area_size; this.area_sizey = area_sizey; this.area_sizez = area_sizez; this.area_spread = area_spread; this.sun_angle = sun_angle; this.pr_texture = pr_texture; this.use_nodes = use_nodes; this.clipsta = clipsta; this.clipend = clipend; this.cascade_max_dist = cascade_max_dist; this.cascade_exponent = cascade_exponent; this.cascade_fade = cascade_fade; this.cascade_count = cascade_count; this.diff_fac = diff_fac; this.spec_fac = spec_fac; this.transmission_fac = transmission_fac; this.volume_fac = volume_fac; this.att_dist = att_dist; this.shadow_filter_radius = shadow_filter_radius; this.shadow_maximum_resolution = shadow_maximum_resolution; this.shadow_jitter_overblur = shadow_jitter_overblur; this.ptr_preview = ptr_preview; this.ptr_nodetree = ptr_nodetree; this.ptr_ipo = ptr_ipo; this.energy = energy; this._pad2 = _pad2; } } }