//------------------------------------------------------------------------------ // // 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(354, "LightGridCache", 160)] public class LightGridCache { [DNAArrayAttribute(64, "float", 0, "mat[4][4]", "System.Single[,]", 16, false, 0)] public float[,] mat = new System.Single[4,4]; [DNAArrayAttribute(12, "int", 1, "resolution[3]", "System.Int32[]", 3, false, 64)] public int[] resolution = new System.Int32[3]; [DNAFieldAttribute(4, "int", 2, "offset", "int", false, 76)] public int offset; [DNAArrayAttribute(12, "float", 3, "corner[3]", "System.Single[]", 3, false, 80)] public float[] corner = new System.Single[3]; [DNAFieldAttribute(4, "float", 4, "attenuation_scale", "float", false, 92)] public float attenuation_scale; [DNAArrayAttribute(12, "float", 5, "increment_x[3]", "System.Single[]", 3, false, 96)] public float[] increment_x = new System.Single[3]; [DNAFieldAttribute(4, "float", 6, "attenuation_bias", "float", false, 108)] public float attenuation_bias; [DNAArrayAttribute(12, "float", 7, "increment_y[3]", "System.Single[]", 3, false, 112)] public float[] increment_y = new System.Single[3]; [DNAFieldAttribute(4, "float", 8, "level_bias", "float", false, 124)] public float level_bias; [DNAArrayAttribute(12, "float", 9, "increment_z[3]", "System.Single[]", 3, false, 128)] public float[] increment_z = new System.Single[3]; [DNAFieldAttribute(4, "float", 10, "_pad4", "float", false, 140)] public float _pad4; [DNAFieldAttribute(4, "float", 11, "visibility_bias", "float", false, 144)] public float visibility_bias; [DNAFieldAttribute(4, "float", 12, "visibility_bleed", "float", false, 148)] public float visibility_bleed; [DNAFieldAttribute(4, "float", 13, "visibility_range", "float", false, 152)] public float visibility_range; [DNAFieldAttribute(4, "float", 14, "_pad5", "float", false, 156)] public float _pad5; public LightGridCache() { this.mat = default; this.resolution = default; this.offset = default; this.corner = default; this.attenuation_scale = default; this.increment_x = default; this.attenuation_bias = default; this.increment_y = default; this.level_bias = default; this.increment_z = default; this._pad4 = default; this.visibility_bias = default; this.visibility_bleed = default; this.visibility_range = default; this._pad5 = default; } public LightGridCache(float[,] mat, int[] resolution, int offset, float[] corner, float attenuation_scale, float[] increment_x, float attenuation_bias, float[] increment_y, float level_bias, float[] increment_z, float _pad4, float visibility_bias, float visibility_bleed, float visibility_range, float _pad5) { this.mat = mat; this.resolution = resolution; this.offset = offset; this.corner = corner; this.attenuation_scale = attenuation_scale; this.increment_x = increment_x; this.attenuation_bias = attenuation_bias; this.increment_y = increment_y; this.level_bias = level_bias; this.increment_z = increment_z; this._pad4 = _pad4; this.visibility_bias = visibility_bias; this.visibility_bleed = visibility_bleed; this.visibility_range = visibility_range; this._pad5 = _pad5; } } }