//------------------------------------------------------------------------------ // // 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 LengthGpencilModifierData { [DNAFieldAttribute(0, "GpencilModifierData", "modifier", 104)] public GpencilModifierData modifier; [DNAFieldAttribute(1, "Material", "*material", 392)] public Material ptr_material; [DNAFieldAttribute(2, "char", "layername[64]", 1)] public char[] layername = new System.Char[64]; [DNAFieldAttribute(3, "int", "pass_index", 4)] public int pass_index; [DNAFieldAttribute(4, "int", "flag", 4)] public int flag; [DNAFieldAttribute(5, "int", "layer_pass", 4)] public int layer_pass; [DNAFieldAttribute(6, "float", "start_fac", 4)] public float start_fac; [DNAFieldAttribute(7, "float", "end_fac", 4)] public float end_fac; [DNAFieldAttribute(8, "float", "rand_start_fac", 4)] public float rand_start_fac; [DNAFieldAttribute(9, "float", "rand_end_fac", 4)] public float rand_end_fac; [DNAFieldAttribute(10, "float", "rand_offset", 4)] public float rand_offset; [DNAFieldAttribute(11, "float", "overshoot_fac", 4)] public float overshoot_fac; [DNAFieldAttribute(12, "int", "seed", 4)] public int seed; [DNAFieldAttribute(13, "int", "step", 4)] public int step; [DNAFieldAttribute(14, "int", "mode", 4)] public int mode; [DNAFieldAttribute(15, "char", "_pad[4]", 1)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(16, "float", "point_density", 4)] public float point_density; [DNAFieldAttribute(17, "float", "segment_influence", 4)] public float segment_influence; [DNAFieldAttribute(18, "float", "max_angle", 4)] public float max_angle; public LengthGpencilModifierData( GpencilModifierData modifier, Material ptr_material, char[] layername, int pass_index, int flag, int layer_pass, float start_fac, float end_fac, float rand_start_fac, float rand_end_fac, float rand_offset, float overshoot_fac, int seed, int step, int mode, char[] _pad, float point_density, float segment_influence, float max_angle) { this.modifier = modifier; this.ptr_material = ptr_material; this.layername = layername; this.pass_index = pass_index; this.flag = flag; this.layer_pass = layer_pass; this.start_fac = start_fac; this.end_fac = end_fac; this.rand_start_fac = rand_start_fac; this.rand_end_fac = rand_end_fac; this.rand_offset = rand_offset; this.overshoot_fac = overshoot_fac; this.seed = seed; this.step = step; this.mode = mode; this._pad = _pad; this.point_density = point_density; this.segment_influence = segment_influence; this.max_angle = max_angle; } } }