//------------------------------------------------------------------------------ // // 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(652, "PointDensity", 176)] public class PointDensity { [DNAFieldAttribute(2, "short", 0, "flag", "short", false, 0)] public short flag; [DNAFieldAttribute(2, "short", 1, "falloff_type", "short", false, 2)] public short falloff_type; [DNAFieldAttribute(4, "float", 2, "falloff_softness", "float", false, 4)] public float falloff_softness; [DNAFieldAttribute(4, "float", 3, "radius", "float", false, 8)] public float radius; [DNAFieldAttribute(2, "short", 4, "source", "short", false, 12)] public short source; [DNAArrayAttribute(2, "char", 5, "_pad0[2]", "System.Char[]", 2, 14)] public char[] _pad0 = new System.Char[2]; [DNAFieldAttribute(2, "short", 6, "color_source", "short", false, 16)] public short color_source; [DNAFieldAttribute(2, "short", 7, "ob_color_source", "short", false, 18)] public short ob_color_source; [DNAFieldAttribute(4, "int", 8, "totpoints", "int", false, 20)] public int totpoints; [DNAFieldAttribute(8, "Object", 9, "*object", "Object", true, 24)] public Object @object; [DNAFieldAttribute(4, "int", 10, "psys", "int", false, 32)] public int psys; [DNAFieldAttribute(2, "short", 11, "psys_cache_space", "short", false, 36)] public short psys_cache_space; [DNAFieldAttribute(2, "short", 12, "ob_cache_space", "short", false, 38)] public short ob_cache_space; [DNAArrayAttribute(68, "char", 13, "vertex_attribute_name[68]", "System.Char[]", 68, 40)] public char[] vertex_attribute_name = new System.Char[68]; [DNAArrayAttribute(4, "char", 14, "_pad1[4]", "System.Char[]", 4, 108)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(8, "void", 15, "*point_tree", "void", true, 112)] public object point_tree; [DNAFieldAttribute(8, "float", 16, "*point_data", "float", true, 120)] public float point_data; [DNAFieldAttribute(4, "float", 17, "noise_size", "float", false, 128)] public float noise_size; [DNAFieldAttribute(2, "short", 18, "noise_depth", "short", false, 132)] public short noise_depth; [DNAFieldAttribute(2, "short", 19, "noise_influence", "short", false, 134)] public short noise_influence; [DNAFieldAttribute(2, "short", 20, "noise_basis", "short", false, 136)] public short noise_basis; [DNAArrayAttribute(6, "char", 21, "_pad2[6]", "System.Char[]", 6, 138)] public char[] _pad2 = new System.Char[6]; [DNAFieldAttribute(4, "float", 22, "noise_fac", "float", false, 144)] public float noise_fac; [DNAFieldAttribute(4, "float", 23, "speed_scale", "float", false, 148)] public float speed_scale; [DNAFieldAttribute(4, "float", 24, "falloff_speed_scale", "float", false, 152)] public float falloff_speed_scale; [DNAArrayAttribute(4, "char", 25, "_pad3[4]", "System.Char[]", 4, 156)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(8, "ColorBand", 26, "*coba", "ColorBand", true, 160)] public ColorBand coba; [DNAFieldAttribute(8, "CurveMapping", 27, "*falloff_curve", "CurveMapping", true, 168)] public CurveMapping falloff_curve; public PointDensity() { this.flag = default; this.falloff_type = default; this.falloff_softness = default; this.radius = default; this.source = default; this._pad0 = default; this.color_source = default; this.ob_color_source = default; this.totpoints = default; this.@object = default; this.psys = default; this.psys_cache_space = default; this.ob_cache_space = default; this.vertex_attribute_name = default; this._pad1 = default; this.point_tree = default; this.point_data = default; this.noise_size = default; this.noise_depth = default; this.noise_influence = default; this.noise_basis = default; this._pad2 = default; this.noise_fac = default; this.speed_scale = default; this.falloff_speed_scale = default; this._pad3 = default; this.coba = default; this.falloff_curve = default; } public PointDensity( short flag, short falloff_type, float falloff_softness, float radius, short source, char[] _pad0, short color_source, short ob_color_source, int totpoints, Object @object, int psys, short psys_cache_space, short ob_cache_space, char[] vertex_attribute_name, char[] _pad1, object point_tree, float point_data, float noise_size, short noise_depth, short noise_influence, short noise_basis, char[] _pad2, float noise_fac, float speed_scale, float falloff_speed_scale, char[] _pad3, ColorBand coba, CurveMapping falloff_curve) { this.flag = flag; this.falloff_type = falloff_type; this.falloff_softness = falloff_softness; this.radius = radius; this.source = source; this._pad0 = _pad0; this.color_source = color_source; this.ob_color_source = ob_color_source; this.totpoints = totpoints; this.@object = @object; this.psys = psys; this.psys_cache_space = psys_cache_space; this.ob_cache_space = ob_cache_space; this.vertex_attribute_name = vertex_attribute_name; this._pad1 = _pad1; this.point_tree = point_tree; this.point_data = point_data; this.noise_size = noise_size; this.noise_depth = noise_depth; this.noise_influence = noise_influence; this.noise_basis = noise_basis; this._pad2 = _pad2; this.noise_fac = noise_fac; this.speed_scale = speed_scale; this.falloff_speed_scale = falloff_speed_scale; this._pad3 = _pad3; this.coba = coba; this.falloff_curve = falloff_curve; } } }