//------------------------------------------------------------------------------ // // 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 ParticleInstanceModifierData { [DNAFieldAttribute(0, "ModifierData", "modifier", 120)] public ModifierData modifier; [DNAFieldAttribute(1, "Object", "*ob", 1160)] public Object ptr_ob; [DNAFieldAttribute(2, "short", "psys", 2)] public short psys; [DNAFieldAttribute(3, "short", "flag", 2)] public short flag; [DNAFieldAttribute(4, "short", "axis", 2)] public short axis; [DNAFieldAttribute(5, "short", "space", 2)] public short space; [DNAFieldAttribute(6, "float", "position", 4)] public float position; [DNAFieldAttribute(7, "float", "random_position", 4)] public float random_position; [DNAFieldAttribute(8, "float", "rotation", 4)] public float rotation; [DNAFieldAttribute(9, "float", "random_rotation", 4)] public float random_rotation; [DNAFieldAttribute(10, "float", "particle_amount", 4)] public float particle_amount; [DNAFieldAttribute(11, "float", "particle_offset", 4)] public float particle_offset; [DNAFieldAttribute(12, "char", "index_layer_name[68]", 1)] public char[] index_layer_name = new System.Char[68]; [DNAFieldAttribute(13, "char", "value_layer_name[68]", 1)] public char[] value_layer_name = new System.Char[68]; [DNAFieldAttribute(14, "void", "*_pad1", 0)] public object ptr__pad1; public ParticleInstanceModifierData(ModifierData modifier, Object ptr_ob, short psys, short flag, short axis, short space, float position, float random_position, float rotation, float random_rotation, float particle_amount, float particle_offset, char[] index_layer_name, char[] value_layer_name, object ptr__pad1) { this.modifier = modifier; this.ptr_ob = ptr_ob; this.psys = psys; this.flag = flag; this.axis = axis; this.space = space; this.position = position; this.random_position = random_position; this.rotation = rotation; this.random_rotation = random_rotation; this.particle_amount = particle_amount; this.particle_offset = particle_offset; this.index_layer_name = index_layer_name; this.value_layer_name = value_layer_name; this.ptr__pad1 = ptr__pad1; } } }