//------------------------------------------------------------------------------ // // 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(478, "ParticleInstanceModifierData", 304)] public class ParticleInstanceModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(8, "Object", 1, "*ob", "Object", true, 120)] public Object ob; [DNAFieldAttribute(2, "short", 2, "psys", "short", false, 128)] public short psys; [DNAFieldAttribute(2, "short", 3, "flag", "short", false, 130)] public short flag; [DNAFieldAttribute(2, "short", 4, "axis", "short", false, 132)] public short axis; [DNAFieldAttribute(2, "short", 5, "space", "short", false, 134)] public short space; [DNAFieldAttribute(4, "float", 6, "position", "float", false, 136)] public float position; [DNAFieldAttribute(4, "float", 7, "random_position", "float", false, 140)] public float random_position; [DNAFieldAttribute(4, "float", 8, "rotation", "float", false, 144)] public float rotation; [DNAFieldAttribute(4, "float", 9, "random_rotation", "float", false, 148)] public float random_rotation; [DNAFieldAttribute(4, "float", 10, "particle_amount", "float", false, 152)] public float particle_amount; [DNAFieldAttribute(4, "float", 11, "particle_offset", "float", false, 156)] public float particle_offset; [DNAArrayAttribute(68, "char", 12, "index_layer_name[68]", "System.Char[]", 68, 160)] public char[] index_layer_name = new System.Char[68]; [DNAArrayAttribute(68, "char", 13, "value_layer_name[68]", "System.Char[]", 68, 228)] public char[] value_layer_name = new System.Char[68]; [DNAFieldAttribute(8, "void", 14, "*_pad1", "void", true, 296)] public object _pad1; public ParticleInstanceModifierData() { this.modifier = default; this.ob = default; this.psys = default; this.flag = default; this.axis = default; this.space = default; this.position = default; this.random_position = default; this.rotation = default; this.random_rotation = default; this.particle_amount = default; this.particle_offset = default; this.index_layer_name = default; this.value_layer_name = default; this._pad1 = default; } public ParticleInstanceModifierData(ModifierData modifier, Object ob, short psys, short flag, short axis, short space, float position, float random_position, float rotation, float random_rotation, float particle_amount, float particle_offset, char[] index_layer_name, char[] value_layer_name, object _pad1) { this.modifier = modifier; this.ob = ob; this.psys = psys; this.flag = flag; this.axis = axis; this.space = space; this.position = position; this.random_position = random_position; this.rotation = rotation; this.random_rotation = random_rotation; this.particle_amount = particle_amount; this.particle_offset = particle_offset; this.index_layer_name = index_layer_name; this.value_layer_name = value_layer_name; this._pad1 = _pad1; } } }