//------------------------------------------------------------------------------ // // 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(833, "View3DShading", 944)] public class View3DShading { [DNAFieldAttribute(0, "char", "type", "char", 1, false)] public char type; [DNAFieldAttribute(1, "char", "prev_type", "char", 1, false)] public char prev_type; [DNAFieldAttribute(2, "char", "prev_type_wire", "char", 1, false)] public char prev_type_wire; [DNAFieldAttribute(3, "char", "color_type", "char", 1, false)] public char color_type; [DNAFieldAttribute(4, "short", "flag", "short", 2, false)] public short flag; [DNAFieldAttribute(5, "char", "light", "char", 1, false)] public char light; [DNAFieldAttribute(6, "char", "background_type", "char", 1, false)] public char background_type; [DNAFieldAttribute(7, "char", "cavity_type", "char", 1, false)] public char cavity_type; [DNAFieldAttribute(8, "char", "wire_color_type", "char", 1, false)] public char wire_color_type; [DNAFieldAttribute(9, "char", "use_compositor", "char", 1, false)] public char use_compositor; [DNAFieldAttribute(10, "char", "_pad", "char", 1, false)] public char _pad; [DNAFieldAttribute(11, "char", "studio_light[256]", "System.Char[]", 256, false)] public char[] studio_light = new System.Char[256]; [DNAFieldAttribute(12, "char", "lookdev_light[256]", "System.Char[]", 256, false)] public char[] lookdev_light = new System.Char[256]; [DNAFieldAttribute(13, "char", "matcap[256]", "System.Char[]", 256, false)] public char[] matcap = new System.Char[256]; [DNAFieldAttribute(14, "float", "shadow_intensity", "float", 4, false)] public float shadow_intensity; [DNAFieldAttribute(15, "float", "single_color[3]", "System.Single[]", 12, false)] public float[] single_color = new System.Single[3]; [DNAFieldAttribute(16, "float", "studiolight_rot_z", "float", 4, false)] public float studiolight_rot_z; [DNAFieldAttribute(17, "float", "studiolight_background", "float", 4, false)] public float studiolight_background; [DNAFieldAttribute(18, "float", "studiolight_intensity", "float", 4, false)] public float studiolight_intensity; [DNAFieldAttribute(19, "float", "studiolight_blur", "float", 4, false)] public float studiolight_blur; [DNAFieldAttribute(20, "float", "object_outline_color[3]", "System.Single[]", 12, false)] public float[] object_outline_color = new System.Single[3]; [DNAFieldAttribute(21, "float", "xray_alpha", "float", 4, false)] public float xray_alpha; [DNAFieldAttribute(22, "float", "xray_alpha_wire", "float", 4, false)] public float xray_alpha_wire; [DNAFieldAttribute(23, "float", "cavity_valley_factor", "float", 4, false)] public float cavity_valley_factor; [DNAFieldAttribute(24, "float", "cavity_ridge_factor", "float", 4, false)] public float cavity_ridge_factor; [DNAFieldAttribute(25, "float", "background_color[3]", "System.Single[]", 12, false)] public float[] background_color = new System.Single[3]; [DNAFieldAttribute(26, "float", "curvature_ridge_factor", "float", 4, false)] public float curvature_ridge_factor; [DNAFieldAttribute(27, "float", "curvature_valley_factor", "float", 4, false)] public float curvature_valley_factor; [DNAFieldAttribute(28, "int", "render_pass", "int", 4, false)] public int render_pass; [DNAFieldAttribute(29, "char", "aov_name[64]", "System.Char[]", 64, false)] public char[] aov_name = new System.Char[64]; [DNAFieldAttribute(30, "IDProperty", "*prop", "IDProperty", 8, true)] public IDProperty ptr_prop; [DNAFieldAttribute(31, "void", "*_pad2", "void", 8, true)] public object ptr__pad2; public View3DShading() { this.type = default; this.prev_type = default; this.prev_type_wire = default; this.color_type = default; this.flag = default; this.light = default; this.background_type = default; this.cavity_type = default; this.wire_color_type = default; this.use_compositor = default; this._pad = default; this.studio_light = default; this.lookdev_light = default; this.matcap = default; this.shadow_intensity = default; this.single_color = default; this.studiolight_rot_z = default; this.studiolight_background = default; this.studiolight_intensity = default; this.studiolight_blur = default; this.object_outline_color = default; this.xray_alpha = default; this.xray_alpha_wire = default; this.cavity_valley_factor = default; this.cavity_ridge_factor = default; this.background_color = default; this.curvature_ridge_factor = default; this.curvature_valley_factor = default; this.render_pass = default; this.aov_name = default; this.ptr_prop = default; this.ptr__pad2 = default; } public View3DShading( char type, char prev_type, char prev_type_wire, char color_type, short flag, char light, char background_type, char cavity_type, char wire_color_type, char use_compositor, char _pad, char[] studio_light, char[] lookdev_light, char[] matcap, float shadow_intensity, float[] single_color, float studiolight_rot_z, float studiolight_background, float studiolight_intensity, float studiolight_blur, float[] object_outline_color, float xray_alpha, float xray_alpha_wire, float cavity_valley_factor, float cavity_ridge_factor, float[] background_color, float curvature_ridge_factor, float curvature_valley_factor, int render_pass, char[] aov_name, IDProperty ptr_prop, object ptr__pad2) { this.type = type; this.prev_type = prev_type; this.prev_type_wire = prev_type_wire; this.color_type = color_type; this.flag = flag; this.light = light; this.background_type = background_type; this.cavity_type = cavity_type; this.wire_color_type = wire_color_type; this.use_compositor = use_compositor; this._pad = _pad; this.studio_light = studio_light; this.lookdev_light = lookdev_light; this.matcap = matcap; this.shadow_intensity = shadow_intensity; this.single_color = single_color; this.studiolight_rot_z = studiolight_rot_z; this.studiolight_background = studiolight_background; this.studiolight_intensity = studiolight_intensity; this.studiolight_blur = studiolight_blur; this.object_outline_color = object_outline_color; this.xray_alpha = xray_alpha; this.xray_alpha_wire = xray_alpha_wire; this.cavity_valley_factor = cavity_valley_factor; this.cavity_ridge_factor = cavity_ridge_factor; this.background_color = background_color; this.curvature_ridge_factor = curvature_ridge_factor; this.curvature_valley_factor = curvature_valley_factor; this.render_pass = render_pass; this.aov_name = aov_name; this.ptr_prop = ptr_prop; this.ptr__pad2 = ptr__pad2; } } }