//------------------------------------------------------------------------------ // // 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 BlendFile.CompatTypes; using System; // Automatically generated by BlenderSharp at 22/01/2025 02:33:14 namespace BlendFile.DNA { public class View3DShading { public char type; public char prev_type; public char prev_type_wire; public char color_type; public short flag; public char light; public char background_type; public char cavity_type; public char wire_color_type; public char use_compositor; public char _pad; public char[] studio_light = new System.Char[256]; public char[] lookdev_light = new System.Char[256]; public char[] matcap = new System.Char[256]; public float shadow_intensity; public float[] single_color = new System.Single[3]; public float studiolight_rot_z; public float studiolight_background; public float studiolight_intensity; public float studiolight_blur; public float[] object_outline_color = new System.Single[3]; public float xray_alpha; public float xray_alpha_wire; public float cavity_valley_factor; public float cavity_ridge_factor; public float[] background_color = new System.Single[3]; public float curvature_ridge_factor; public float curvature_valley_factor; public int render_pass; public char[] aov_name = new System.Char[64]; public IDProperty ptr_prop; public object ptr__pad2; 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; } } }