//------------------------------------------------------------------------------ // // 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 bGPDspoint { [DNAFieldAttribute(0, "float", "x", 4)] public float x; [DNAFieldAttribute(1, "float", "y", 4)] public float y; [DNAFieldAttribute(2, "float", "z", 4)] public float z; [DNAFieldAttribute(3, "float", "pressure", 4)] public float pressure; [DNAFieldAttribute(4, "float", "strength", 4)] public float strength; [DNAFieldAttribute(5, "float", "time", 4)] public float time; [DNAFieldAttribute(6, "int", "flag", 4)] public int flag; [DNAFieldAttribute(7, "float", "uv_fac", 4)] public float uv_fac; [DNAFieldAttribute(8, "float", "uv_rot", 4)] public float uv_rot; [DNAFieldAttribute(9, "float", "uv_fill[2]", 4)] public float[] uv_fill = new System.Single[2]; [DNAFieldAttribute(10, "float", "vert_color[4]", 4)] public float[] vert_color = new System.Single[4]; [DNAFieldAttribute(11, "char", "_pad2[4]", 1)] public char[] _pad2 = new System.Char[4]; [DNAFieldAttribute(12, "bGPDspoint_Runtime", "runtime", 16)] public bGPDspoint_Runtime runtime; public bGPDspoint(float x, float y, float z, float pressure, float strength, float time, int flag, float uv_fac, float uv_rot, float[] uv_fill, float[] vert_color, char[] _pad2, bGPDspoint_Runtime runtime) { this.x = x; this.y = y; this.z = z; this.pressure = pressure; this.strength = strength; this.time = time; this.flag = flag; this.uv_fac = uv_fac; this.uv_rot = uv_rot; this.uv_fill = uv_fill; this.vert_color = vert_color; this._pad2 = _pad2; this.runtime = runtime; } } }