//------------------------------------------------------------------------------ // // 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(799, "SceneRenderLayer", 192)] public class SceneRenderLayer { [DNAFieldAttribute(0, "SceneRenderLayer", "*next", "SceneRenderLayer", 8, true)] public SceneRenderLayer ptr_next; [DNAFieldAttribute(1, "SceneRenderLayer", "*prev", "SceneRenderLayer", 8, true)] public SceneRenderLayer ptr_prev; [DNAFieldAttribute(2, "char", "name[64]", "System.Char[]", 64, false)] public char[] name = new System.Char[64]; [DNAFieldAttribute(3, "Material", "*mat_override", "Material", 8, true)] public Material ptr_mat_override; [DNAFieldAttribute(4, "World", "*world_override", "World", 8, true)] public World ptr_world_override; [DNAFieldAttribute(5, "int", "lay", "int", 4, false)] public int lay; [DNAFieldAttribute(6, "int", "lay_zmask", "int", 4, false)] public int lay_zmask; [DNAFieldAttribute(7, "int", "lay_exclude", "int", 4, false)] public int lay_exclude; [DNAFieldAttribute(8, "int", "layflag", "int", 4, false)] public int layflag; [DNAFieldAttribute(9, "int", "passflag", "int", 4, false)] public int passflag; [DNAFieldAttribute(10, "int", "pass_xor", "int", 4, false)] public int pass_xor; [DNAFieldAttribute(11, "int", "samples", "int", 4, false)] public int samples; [DNAFieldAttribute(12, "float", "pass_alpha_threshold", "float", 4, false)] public float pass_alpha_threshold; [DNAFieldAttribute(13, "IDProperty", "*prop", "IDProperty", 8, true)] public IDProperty ptr_prop; [DNAFieldAttribute(14, "FreestyleConfig", "freestyleConfig", "FreestyleConfig", 56, false)] public FreestyleConfig freestyleConfig; public SceneRenderLayer() { this.ptr_next = default; this.ptr_prev = default; this.name = default; this.ptr_mat_override = default; this.ptr_world_override = default; this.lay = default; this.lay_zmask = default; this.lay_exclude = default; this.layflag = default; this.passflag = default; this.pass_xor = default; this.samples = default; this.pass_alpha_threshold = default; this.ptr_prop = default; this.freestyleConfig = default; } public SceneRenderLayer(SceneRenderLayer ptr_next, SceneRenderLayer ptr_prev, char[] name, Material ptr_mat_override, World ptr_world_override, int lay, int lay_zmask, int lay_exclude, int layflag, int passflag, int pass_xor, int samples, float pass_alpha_threshold, IDProperty ptr_prop, FreestyleConfig freestyleConfig) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.name = name; this.ptr_mat_override = ptr_mat_override; this.ptr_world_override = ptr_world_override; this.lay = lay; this.lay_zmask = lay_zmask; this.lay_exclude = lay_exclude; this.layflag = layflag; this.passflag = passflag; this.pass_xor = pass_xor; this.samples = samples; this.pass_alpha_threshold = pass_alpha_threshold; this.ptr_prop = ptr_prop; this.freestyleConfig = freestyleConfig; } } }