//------------------------------------------------------------------------------ // // 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(412, "MaskLayer")] public class MaskLayer { [DNAFieldAttribute(0, "MaskLayer", "*next", 144)] public MaskLayer ptr_next; [DNAFieldAttribute(1, "MaskLayer", "*prev", 144)] public MaskLayer ptr_prev; [DNAFieldAttribute(2, "char", "name[64]", 1)] public char[] name = new System.Char[64]; [DNAFieldAttribute(3, "ListBase", "splines", 16)] public ListBase splines; [DNAFieldAttribute(4, "ListBase", "splines_shapes", 16)] public ListBase splines_shapes; [DNAFieldAttribute(5, "MaskSpline", "*act_spline", 224)] public MaskSpline ptr_act_spline; [DNAFieldAttribute(6, "MaskSplinePoint", "*act_point", 272)] public MaskSplinePoint ptr_act_point; [DNAFieldAttribute(7, "float", "alpha", 4)] public float alpha; [DNAFieldAttribute(8, "char", "blend", 1)] public char blend; [DNAFieldAttribute(9, "char", "blend_flag", 1)] public char blend_flag; [DNAFieldAttribute(10, "char", "falloff", 1)] public char falloff; [DNAFieldAttribute(11, "char", "_pad[7]", 1)] public char[] _pad = new System.Char[7]; [DNAFieldAttribute(12, "char", "flag", 1)] public char flag; [DNAFieldAttribute(13, "char", "restrictflag", 1)] public char restrictflag; public MaskLayer(MaskLayer ptr_next, MaskLayer ptr_prev, char[] name, ListBase splines, ListBase splines_shapes, MaskSpline ptr_act_spline, MaskSplinePoint ptr_act_point, float alpha, char blend, char blend_flag, char falloff, char[] _pad, char flag, char restrictflag) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.name = name; this.splines = splines; this.splines_shapes = splines_shapes; this.ptr_act_spline = ptr_act_spline; this.ptr_act_point = ptr_act_point; this.alpha = alpha; this.blend = blend; this.blend_flag = blend_flag; this.falloff = falloff; this._pad = _pad; this.flag = flag; this.restrictflag = restrictflag; } } }