//------------------------------------------------------------------------------ // // 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(480, "MultiresModifierData", 136)] public struct MultiresModifierData { [DNAFieldAttribute(0, "ModifierData", "modifier", "ModifierData", 120, false)] public ModifierData modifier; [DNAFieldAttribute(1, "char", "lvl", "char", 1, false)] public char lvl; [DNAFieldAttribute(2, "char", "sculptlvl", "char", 1, false)] public char sculptlvl; [DNAFieldAttribute(3, "char", "renderlvl", "char", 1, false)] public char renderlvl; [DNAFieldAttribute(4, "char", "totlvl", "char", 1, false)] public char totlvl; [DNAFieldAttribute(5, "char", "simple", "char", 1, false)] public char simple; [DNAFieldAttribute(6, "char", "flags", "char", 1, false)] public char flags; [DNAFieldAttribute(7, "char", "_pad[2]", "System.Char[]", 2, false)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(8, "short", "quality", "short", 2, false)] public short quality; [DNAFieldAttribute(9, "short", "uv_smooth", "short", 2, false)] public short uv_smooth; [DNAFieldAttribute(10, "short", "boundary_smooth", "short", 2, false)] public short boundary_smooth; [DNAFieldAttribute(11, "char", "_pad2[2]", "System.Char[]", 2, false)] public char[] _pad2 = new System.Char[2]; public MultiresModifierData() { this.modifier = default; this.lvl = default; this.sculptlvl = default; this.renderlvl = default; this.totlvl = default; this.simple = default; this.flags = default; this._pad = default; this.quality = default; this.uv_smooth = default; this.boundary_smooth = default; this._pad2 = default; } public MultiresModifierData(ModifierData modifier, char lvl, char sculptlvl, char renderlvl, char totlvl, char simple, char flags, char[] _pad, short quality, short uv_smooth, short boundary_smooth, char[] _pad2) { this.modifier = modifier; this.lvl = lvl; this.sculptlvl = sculptlvl; this.renderlvl = renderlvl; this.totlvl = totlvl; this.simple = simple; this.flags = flags; this._pad = _pad; this.quality = quality; this.uv_smooth = uv_smooth; this.boundary_smooth = boundary_smooth; this._pad2 = _pad2; } } }