//------------------------------------------------------------------------------ // // 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(129, "Material", 392)] public class Material { [DNAFieldAttribute(208, "ID", 0, "id", "ID", false, 0)] public ID id; [DNAFieldAttribute(8, "AnimData", 1, "*adt", "AnimData", true, 208)] public AnimData adt; [DNAFieldAttribute(2, "short", 2, "flag", "short", false, 216)] public short flag; [DNAFieldAttribute(1, "char", 3, "surface_render_method", "char", false, 218)] public char surface_render_method; [DNAArrayAttribute(1, "char", 4, "_pad1[1]", "System.Char[]", 1, false, 219)] public char[] _pad1 = new System.Char[1]; [DNAFieldAttribute(4, "float", 5, "r", "float", false, 220)] public float r; [DNAFieldAttribute(4, "float", 6, "g", "float", false, 224)] public float g; [DNAFieldAttribute(4, "float", 7, "b", "float", false, 228)] public float b; [DNAFieldAttribute(4, "float", 8, "a", "float", false, 232)] public float a; [DNAFieldAttribute(4, "float", 9, "specr", "float", false, 236)] public float specr; [DNAFieldAttribute(4, "float", 10, "specg", "float", false, 240)] public float specg; [DNAFieldAttribute(4, "float", 11, "specb", "float", false, 244)] public float specb; [DNAFieldAttribute(4, "float", 12, "alpha", "float", false, 248)] public float alpha; [DNAFieldAttribute(4, "float", 13, "ray_mirror", "float", false, 252)] public float ray_mirror; [DNAFieldAttribute(4, "float", 14, "spec", "float", false, 256)] public float spec; [DNAFieldAttribute(4, "float", 15, "gloss_mir", "float", false, 260)] public float gloss_mir; [DNAFieldAttribute(4, "float", 16, "roughness", "float", false, 264)] public float roughness; [DNAFieldAttribute(4, "float", 17, "metallic", "float", false, 268)] public float metallic; [DNAFieldAttribute(1, "char", 18, "use_nodes", "char", false, 272)] public char use_nodes; [DNAFieldAttribute(1, "char", 19, "pr_type", "char", false, 273)] public char pr_type; [DNAFieldAttribute(2, "short", 20, "pr_texture", "short", false, 274)] public short pr_texture; [DNAFieldAttribute(2, "short", 21, "pr_flag", "short", false, 276)] public short pr_flag; [DNAFieldAttribute(2, "short", 22, "index", "short", false, 278)] public short index; [DNAFieldAttribute(8, "bNodeTree", 23, "*nodetree", "bNodeTree", true, 280)] public bNodeTree nodetree; [DNAFieldAttribute(8, "Ipo", 24, "*ipo", "Ipo", true, 288)] public Ipo ipo; [DNAFieldAttribute(8, "PreviewImage", 25, "*preview", "PreviewImage", true, 296)] public PreviewImage preview; [DNAArrayAttribute(16, "float", 26, "line_col[4]", "System.Single[]", 4, false, 304)] public float[] line_col = new System.Single[4]; [DNAFieldAttribute(2, "short", 27, "line_priority", "short", false, 320)] public short line_priority; [DNAFieldAttribute(2, "short", 28, "vcol_alpha", "short", false, 322)] public short vcol_alpha; [DNAFieldAttribute(2, "short", 29, "paint_active_slot", "short", false, 324)] public short paint_active_slot; [DNAFieldAttribute(2, "short", 30, "paint_clone_slot", "short", false, 326)] public short paint_clone_slot; [DNAFieldAttribute(2, "short", 31, "tot_slots", "short", false, 328)] public short tot_slots; [DNAFieldAttribute(1, "char", 32, "displacement_method", "char", false, 330)] public char displacement_method; [DNAFieldAttribute(1, "char", 33, "thickness_mode", "char", false, 331)] public char thickness_mode; [DNAFieldAttribute(4, "float", 34, "alpha_threshold", "float", false, 332)] public float alpha_threshold; [DNAFieldAttribute(4, "float", 35, "refract_depth", "float", false, 336)] public float refract_depth; [DNAFieldAttribute(1, "char", 36, "blend_method", "char", false, 340)] public char blend_method; [DNAFieldAttribute(1, "char", 37, "blend_shadow", "char", false, 341)] public char blend_shadow; [DNAFieldAttribute(1, "char", 38, "blend_flag", "char", false, 342)] public char blend_flag; [DNAFieldAttribute(1, "char", 39, "volume_intersection_method", "char", false, 343)] public char volume_intersection_method; [DNAFieldAttribute(4, "float", 40, "inflate_bounds", "float", false, 344)] public float inflate_bounds; [DNAArrayAttribute(4, "char", 41, "_pad3[4]", "System.Char[]", 4, false, 348)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(8, "TexPaintSlot", 42, "*texpaintslot", "TexPaintSlot", true, 352)] public TexPaintSlot texpaintslot; [DNAFieldAttribute(16, "ListBase", 43, "gpumaterial", "ListBase", false, 360)] public ListBase gpumaterial; [DNAFieldAttribute(8, "MaterialGPencilStyle", 44, "*gp_style", "MaterialGPencilStyle", true, 376)] public MaterialGPencilStyle gp_style; [DNAFieldAttribute(8, "MaterialLineArt", 45, "lineart", "MaterialLineArt", false, 384)] public MaterialLineArt lineart; public Material() { this.id = default; this.adt = default; this.flag = default; this.surface_render_method = default; this._pad1 = default; this.r = default; this.g = default; this.b = default; this.a = default; this.specr = default; this.specg = default; this.specb = default; this.alpha = default; this.ray_mirror = default; this.spec = default; this.gloss_mir = default; this.roughness = default; this.metallic = default; this.use_nodes = default; this.pr_type = default; this.pr_texture = default; this.pr_flag = default; this.index = default; this.nodetree = default; this.ipo = default; this.preview = default; this.line_col = default; this.line_priority = default; this.vcol_alpha = default; this.paint_active_slot = default; this.paint_clone_slot = default; this.tot_slots = default; this.displacement_method = default; this.thickness_mode = default; this.alpha_threshold = default; this.refract_depth = default; this.blend_method = default; this.blend_shadow = default; this.blend_flag = default; this.volume_intersection_method = default; this.inflate_bounds = default; this._pad3 = default; this.texpaintslot = default; this.gpumaterial = default; this.gp_style = default; this.lineart = default; } public Material( ID id, AnimData adt, short flag, char surface_render_method, char[] _pad1, float r, float g, float b, float a, float specr, float specg, float specb, float alpha, float ray_mirror, float spec, float gloss_mir, float roughness, float metallic, char use_nodes, char pr_type, short pr_texture, short pr_flag, short index, bNodeTree nodetree, Ipo ipo, PreviewImage preview, float[] line_col, short line_priority, short vcol_alpha, short paint_active_slot, short paint_clone_slot, short tot_slots, char displacement_method, char thickness_mode, float alpha_threshold, float refract_depth, char blend_method, char blend_shadow, char blend_flag, char volume_intersection_method, float inflate_bounds, char[] _pad3, TexPaintSlot texpaintslot, ListBase gpumaterial, MaterialGPencilStyle gp_style, MaterialLineArt lineart) { this.id = id; this.adt = adt; this.flag = flag; this.surface_render_method = surface_render_method; this._pad1 = _pad1; this.r = r; this.g = g; this.b = b; this.a = a; this.specr = specr; this.specg = specg; this.specb = specb; this.alpha = alpha; this.ray_mirror = ray_mirror; this.spec = spec; this.gloss_mir = gloss_mir; this.roughness = roughness; this.metallic = metallic; this.use_nodes = use_nodes; this.pr_type = pr_type; this.pr_texture = pr_texture; this.pr_flag = pr_flag; this.index = index; this.nodetree = nodetree; this.ipo = ipo; this.preview = preview; this.line_col = line_col; this.line_priority = line_priority; this.vcol_alpha = vcol_alpha; this.paint_active_slot = paint_active_slot; this.paint_clone_slot = paint_clone_slot; this.tot_slots = tot_slots; this.displacement_method = displacement_method; this.thickness_mode = thickness_mode; this.alpha_threshold = alpha_threshold; this.refract_depth = refract_depth; this.blend_method = blend_method; this.blend_shadow = blend_shadow; this.blend_flag = blend_flag; this.volume_intersection_method = volume_intersection_method; this.inflate_bounds = inflate_bounds; this._pad3 = _pad3; this.texpaintslot = texpaintslot; this.gpumaterial = gpumaterial; this.gp_style = gp_style; this.lineart = lineart; } } }