//------------------------------------------------------------------------------ // // 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(524, "VolumeToMeshModifierData", 224)] public class VolumeToMeshModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(8, "Object", 1, "*object", "Object", true, 120)] public Object @object; [DNAFieldAttribute(4, "float", 2, "threshold", "float", false, 128)] public float threshold; [DNAFieldAttribute(4, "float", 3, "adaptivity", "float", false, 132)] public float adaptivity; [DNAFieldAttribute(4, "int", 4, "flag", "int", false, 136)] public int flag; [DNAFieldAttribute(4, "int", 5, "resolution_mode", "int", false, 140)] public int resolution_mode; [DNAFieldAttribute(4, "float", 6, "voxel_size", "float", false, 144)] public float voxel_size; [DNAFieldAttribute(4, "int", 7, "voxel_amount", "int", false, 148)] public int voxel_amount; [DNAArrayAttribute(64, "char", 8, "grid_name[64]", "System.Char[]", 64, 152)] public char[] grid_name = new System.Char[64]; [DNAFieldAttribute(8, "void", 9, "*_pad1", "void", true, 216)] public object _pad1; public VolumeToMeshModifierData() { this.modifier = default; this.@object = default; this.threshold = default; this.adaptivity = default; this.flag = default; this.resolution_mode = default; this.voxel_size = default; this.voxel_amount = default; this.grid_name = default; this._pad1 = default; } public VolumeToMeshModifierData(ModifierData modifier, Object @object, float threshold, float adaptivity, int flag, int resolution_mode, float voxel_size, int voxel_amount, char[] grid_name, object _pad1) { this.modifier = modifier; this.@object = @object; this.threshold = threshold; this.adaptivity = adaptivity; this.flag = flag; this.resolution_mode = resolution_mode; this.voxel_size = voxel_size; this.voxel_amount = voxel_amount; this.grid_name = grid_name; this._pad1 = _pad1; } } }