//------------------------------------------------------------------------------ // // 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(784, "SPHFluidSettings", 68)] public class SPHFluidSettings { [DNAFieldAttribute(4, "float", 0, "radius", "float", false, 0)] public float radius; [DNAFieldAttribute(4, "float", 1, "spring_k", "float", false, 4)] public float spring_k; [DNAFieldAttribute(4, "float", 2, "rest_length", "float", false, 8)] public float rest_length; [DNAFieldAttribute(4, "float", 3, "plasticity_constant", "float", false, 12)] public float plasticity_constant; [DNAFieldAttribute(4, "float", 4, "yield_ratio", "float", false, 16)] public float yield_ratio; [DNAFieldAttribute(4, "float", 5, "plasticity_balance", "float", false, 20)] public float plasticity_balance; [DNAFieldAttribute(4, "float", 6, "yield_balance", "float", false, 24)] public float yield_balance; [DNAFieldAttribute(4, "float", 7, "viscosity_omega", "float", false, 28)] public float viscosity_omega; [DNAFieldAttribute(4, "float", 8, "viscosity_beta", "float", false, 32)] public float viscosity_beta; [DNAFieldAttribute(4, "float", 9, "stiffness_k", "float", false, 36)] public float stiffness_k; [DNAFieldAttribute(4, "float", 10, "stiffness_knear", "float", false, 40)] public float stiffness_knear; [DNAFieldAttribute(4, "float", 11, "rest_density", "float", false, 44)] public float rest_density; [DNAFieldAttribute(4, "float", 12, "buoyancy", "float", false, 48)] public float buoyancy; [DNAFieldAttribute(4, "int", 13, "flag", "int", false, 52)] public int flag; [DNAFieldAttribute(4, "int", 14, "spring_frames", "int", false, 56)] public int spring_frames; [DNAFieldAttribute(2, "short", 15, "solver", "short", false, 60)] public short solver; [DNAArrayAttribute(6, "char", 16, "_pad[6]", "System.Char[]", 6, false, 62)] public char[] _pad = new System.Char[6]; public SPHFluidSettings() { this.radius = default; this.spring_k = default; this.rest_length = default; this.plasticity_constant = default; this.yield_ratio = default; this.plasticity_balance = default; this.yield_balance = default; this.viscosity_omega = default; this.viscosity_beta = default; this.stiffness_k = default; this.stiffness_knear = default; this.rest_density = default; this.buoyancy = default; this.flag = default; this.spring_frames = default; this.solver = default; this._pad = default; } public SPHFluidSettings( float radius, float spring_k, float rest_length, float plasticity_constant, float yield_ratio, float plasticity_balance, float yield_balance, float viscosity_omega, float viscosity_beta, float stiffness_k, float stiffness_knear, float rest_density, float buoyancy, int flag, int spring_frames, short solver, char[] _pad) { this.radius = radius; this.spring_k = spring_k; this.rest_length = rest_length; this.plasticity_constant = plasticity_constant; this.yield_ratio = yield_ratio; this.plasticity_balance = plasticity_balance; this.yield_balance = yield_balance; this.viscosity_omega = viscosity_omega; this.viscosity_beta = viscosity_beta; this.stiffness_k = stiffness_k; this.stiffness_knear = stiffness_knear; this.rest_density = rest_density; this.buoyancy = buoyancy; this.flag = flag; this.spring_frames = spring_frames; this.solver = solver; this._pad = _pad; } } }