//------------------------------------------------------------------------------ // // 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 TextureGpencilModifierData { [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, "char", "materialname[64]", 1)] public char[] materialname = 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", "uv_offset", 4)] public float uv_offset; [DNAFieldAttribute(8, "float", "uv_scale", 4)] public float uv_scale; [DNAFieldAttribute(9, "float", "fill_rotation", 4)] public float fill_rotation; [DNAFieldAttribute(10, "float", "fill_offset[2]", 4)] public float[] fill_offset = new System.Single[2]; [DNAFieldAttribute(11, "float", "fill_scale", 4)] public float fill_scale; [DNAFieldAttribute(12, "int", "layer_pass", 4)] public int layer_pass; [DNAFieldAttribute(13, "short", "fit_method", 2)] public short fit_method; [DNAFieldAttribute(14, "short", "mode", 2)] public short mode; [DNAFieldAttribute(15, "float", "alignment_rotation", 4)] public float alignment_rotation; [DNAFieldAttribute(16, "char", "_pad[4]", 1)] public char[] _pad = new System.Char[4]; public TextureGpencilModifierData( GpencilModifierData modifier, Material ptr_material, char[] layername, char[] materialname, char[] vgname, int pass_index, int flag, float uv_offset, float uv_scale, float fill_rotation, float[] fill_offset, float fill_scale, int layer_pass, short fit_method, short mode, float alignment_rotation, char[] _pad) { this.modifier = modifier; this.ptr_material = ptr_material; this.layername = layername; this.materialname = materialname; this.vgname = vgname; this.pass_index = pass_index; this.flag = flag; this.uv_offset = uv_offset; this.uv_scale = uv_scale; this.fill_rotation = fill_rotation; this.fill_offset = fill_offset; this.fill_scale = fill_scale; this.layer_pass = layer_pass; this.fit_method = fit_method; this.mode = mode; this.alignment_rotation = alignment_rotation; this._pad = _pad; } } }