//------------------------------------------------------------------------------ // // 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(299, "TextureGpencilModifierData", 352)] public class TextureGpencilModifierData { [DNAFieldAttribute(104, "GpencilModifierData", 0, "modifier", "GpencilModifierData", false, 0)] public GpencilModifierData modifier; [DNAFieldAttribute(8, "Material", 1, "*material", "Material", true, 104)] public Material material; [DNAArrayAttribute(64, "char", 2, "layername[64]", "System.Char[]", 64, 112)] public char[] layername = new System.Char[64]; [DNAArrayAttribute(64, "char", 3, "materialname[64]", "System.Char[]", 64, 176)] public char[] materialname = new System.Char[64]; [DNAArrayAttribute(64, "char", 4, "vgname[64]", "System.Char[]", 64, 240)] public char[] vgname = new System.Char[64]; [DNAFieldAttribute(4, "int", 5, "pass_index", "int", false, 304)] public int pass_index; [DNAFieldAttribute(4, "int", 6, "flag", "int", false, 308)] public int flag; [DNAFieldAttribute(4, "float", 7, "uv_offset", "float", false, 312)] public float uv_offset; [DNAFieldAttribute(4, "float", 8, "uv_scale", "float", false, 316)] public float uv_scale; [DNAFieldAttribute(4, "float", 9, "fill_rotation", "float", false, 320)] public float fill_rotation; [DNAArrayAttribute(8, "float", 10, "fill_offset[2]", "System.Single[]", 2, 324)] public float[] fill_offset = new System.Single[2]; [DNAFieldAttribute(4, "float", 11, "fill_scale", "float", false, 332)] public float fill_scale; [DNAFieldAttribute(4, "int", 12, "layer_pass", "int", false, 336)] public int layer_pass; [DNAFieldAttribute(2, "short", 13, "fit_method", "short", false, 340)] public short fit_method; [DNAFieldAttribute(2, "short", 14, "mode", "short", false, 342)] public short mode; [DNAFieldAttribute(4, "float", 15, "alignment_rotation", "float", false, 344)] public float alignment_rotation; [DNAArrayAttribute(4, "char", 16, "_pad[4]", "System.Char[]", 4, 348)] public char[] _pad = new System.Char[4]; public TextureGpencilModifierData() { this.modifier = default; this.material = default; this.layername = default; this.materialname = default; this.vgname = default; this.pass_index = default; this.flag = default; this.uv_offset = default; this.uv_scale = default; this.fill_rotation = default; this.fill_offset = default; this.fill_scale = default; this.layer_pass = default; this.fit_method = default; this.mode = default; this.alignment_rotation = default; this._pad = default; } public TextureGpencilModifierData( GpencilModifierData modifier, Material material, char[] layername, char[] materialname, char[] vgname, int pass_index, int flag, float uv_offset, float uv_scale, float fill_rotation, float[] fill_offset, float fill_scale, int layer_pass, short fit_method, short mode, float alignment_rotation, char[] _pad) { this.modifier = modifier; this.material = material; this.layername = layername; this.materialname = materialname; this.vgname = vgname; this.pass_index = pass_index; this.flag = flag; this.uv_offset = uv_offset; this.uv_scale = uv_scale; this.fill_rotation = fill_rotation; this.fill_offset = fill_offset; this.fill_scale = fill_scale; this.layer_pass = layer_pass; this.fit_method = fit_method; this.mode = mode; this.alignment_rotation = alignment_rotation; this._pad = _pad; } } }