//------------------------------------------------------------------------------ // // 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; [DNAClassAttribute(232, "DynamicPaintBrushSettings", 96)] public class DynamicPaintBrushSettings { [DNAFieldAttribute(8, "DynamicPaintModifierData", 0, "*pmd", "DynamicPaintModifierData", true, 0)] public DynamicPaintModifierData pmd; [DNAFieldAttribute(8, "ParticleSystem", 1, "*psys", "ParticleSystem", true, 8)] public ParticleSystem psys; [DNAFieldAttribute(4, "int", 2, "flags", "int", false, 16)] public int flags; [DNAFieldAttribute(4, "int", 3, "collision", "int", false, 20)] public int collision; [DNAFieldAttribute(4, "float", 4, "r", "float", false, 24)] public float r; [DNAFieldAttribute(4, "float", 5, "g", "float", false, 28)] public float g; [DNAFieldAttribute(4, "float", 6, "b", "float", false, 32)] public float b; [DNAFieldAttribute(4, "float", 7, "alpha", "float", false, 36)] public float alpha; [DNAFieldAttribute(4, "float", 8, "wetness", "float", false, 40)] public float wetness; [DNAFieldAttribute(4, "float", 9, "particle_radius", "float", false, 44)] public float particle_radius; [DNAFieldAttribute(4, "float", 10, "particle_smooth", "float", false, 48)] public float particle_smooth; [DNAFieldAttribute(4, "float", 11, "paint_distance", "float", false, 52)] public float paint_distance; [DNAFieldAttribute(8, "ColorBand", 12, "*paint_ramp", "ColorBand", true, 56)] public ColorBand paint_ramp; [DNAFieldAttribute(8, "ColorBand", 13, "*vel_ramp", "ColorBand", true, 64)] public ColorBand vel_ramp; [DNAFieldAttribute(2, "short", 14, "proximity_falloff", "short", false, 72)] public short proximity_falloff; [DNAFieldAttribute(2, "short", 15, "wave_type", "short", false, 74)] public short wave_type; [DNAFieldAttribute(2, "short", 16, "ray_dir", "short", false, 76)] public short ray_dir; [DNAArrayAttribute(2, "char", 17, "_pad[2]", "System.Char[]", 2, 78)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(4, "float", 18, "wave_factor", "float", false, 80)] public float wave_factor; [DNAFieldAttribute(4, "float", 19, "wave_clamp", "float", false, 84)] public float wave_clamp; [DNAFieldAttribute(4, "float", 20, "max_velocity", "float", false, 88)] public float max_velocity; [DNAFieldAttribute(4, "float", 21, "smudge_strength", "float", false, 92)] public float smudge_strength; public DynamicPaintBrushSettings() { this.pmd = default; this.psys = default; this.flags = default; this.collision = default; this.r = default; this.g = default; this.b = default; this.alpha = default; this.wetness = default; this.particle_radius = default; this.particle_smooth = default; this.paint_distance = default; this.paint_ramp = default; this.vel_ramp = default; this.proximity_falloff = default; this.wave_type = default; this.ray_dir = default; this._pad = default; this.wave_factor = default; this.wave_clamp = default; this.max_velocity = default; this.smudge_strength = default; } public DynamicPaintBrushSettings( DynamicPaintModifierData pmd, ParticleSystem 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 paint_ramp, ColorBand 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.pmd = pmd; this.psys = 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.paint_ramp = paint_ramp; this.vel_ramp = 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; } } }