//------------------------------------------------------------------------------ // // 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(833, "View3DShading", 944)] public class View3DShading { [DNAFieldAttribute(1, "char", 0, "type", "char", false, 0)] public char type; [DNAFieldAttribute(1, "char", 1, "prev_type", "char", false, 1)] public char prev_type; [DNAFieldAttribute(1, "char", 2, "prev_type_wire", "char", false, 2)] public char prev_type_wire; [DNAFieldAttribute(1, "char", 3, "color_type", "char", false, 3)] public char color_type; [DNAFieldAttribute(2, "short", 4, "flag", "short", false, 4)] public short flag; [DNAFieldAttribute(1, "char", 5, "light", "char", false, 6)] public char light; [DNAFieldAttribute(1, "char", 6, "background_type", "char", false, 7)] public char background_type; [DNAFieldAttribute(1, "char", 7, "cavity_type", "char", false, 8)] public char cavity_type; [DNAFieldAttribute(1, "char", 8, "wire_color_type", "char", false, 9)] public char wire_color_type; [DNAFieldAttribute(1, "char", 9, "use_compositor", "char", false, 10)] public char use_compositor; [DNAFieldAttribute(1, "char", 10, "_pad", "char", false, 11)] public char _pad; [DNAArrayAttribute(256, "char", 11, "studio_light[256]", "System.Char[]", 256, false, 12)] public char[] studio_light = new System.Char[256]; [DNAArrayAttribute(256, "char", 12, "lookdev_light[256]", "System.Char[]", 256, false, 268)] public char[] lookdev_light = new System.Char[256]; [DNAArrayAttribute(256, "char", 13, "matcap[256]", "System.Char[]", 256, false, 524)] public char[] matcap = new System.Char[256]; [DNAFieldAttribute(4, "float", 14, "shadow_intensity", "float", false, 780)] public float shadow_intensity; [DNAArrayAttribute(12, "float", 15, "single_color[3]", "System.Single[]", 3, false, 784)] public float[] single_color = new System.Single[3]; [DNAFieldAttribute(4, "float", 16, "studiolight_rot_z", "float", false, 796)] public float studiolight_rot_z; [DNAFieldAttribute(4, "float", 17, "studiolight_background", "float", false, 800)] public float studiolight_background; [DNAFieldAttribute(4, "float", 18, "studiolight_intensity", "float", false, 804)] public float studiolight_intensity; [DNAFieldAttribute(4, "float", 19, "studiolight_blur", "float", false, 808)] public float studiolight_blur; [DNAArrayAttribute(12, "float", 20, "object_outline_color[3]", "System.Single[]", 3, false, 812)] public float[] object_outline_color = new System.Single[3]; [DNAFieldAttribute(4, "float", 21, "xray_alpha", "float", false, 824)] public float xray_alpha; [DNAFieldAttribute(4, "float", 22, "xray_alpha_wire", "float", false, 828)] public float xray_alpha_wire; [DNAFieldAttribute(4, "float", 23, "cavity_valley_factor", "float", false, 832)] public float cavity_valley_factor; [DNAFieldAttribute(4, "float", 24, "cavity_ridge_factor", "float", false, 836)] public float cavity_ridge_factor; [DNAArrayAttribute(12, "float", 25, "background_color[3]", "System.Single[]", 3, false, 840)] public float[] background_color = new System.Single[3]; [DNAFieldAttribute(4, "float", 26, "curvature_ridge_factor", "float", false, 852)] public float curvature_ridge_factor; [DNAFieldAttribute(4, "float", 27, "curvature_valley_factor", "float", false, 856)] public float curvature_valley_factor; [DNAFieldAttribute(4, "int", 28, "render_pass", "int", false, 860)] public int render_pass; [DNAArrayAttribute(64, "char", 29, "aov_name[64]", "System.Char[]", 64, false, 864)] public char[] aov_name = new System.Char[64]; [DNAFieldAttribute(8, "IDProperty", 30, "*prop", "IDProperty", true, 928)] public IDProperty prop; [DNAFieldAttribute(8, "void", 31, "*_pad2", "void", true, 936)] public object _pad2; public View3DShading() { this.type = default; this.prev_type = default; this.prev_type_wire = default; this.color_type = default; this.flag = default; this.light = default; this.background_type = default; this.cavity_type = default; this.wire_color_type = default; this.use_compositor = default; this._pad = default; this.studio_light = default; this.lookdev_light = default; this.matcap = default; this.shadow_intensity = default; this.single_color = default; this.studiolight_rot_z = default; this.studiolight_background = default; this.studiolight_intensity = default; this.studiolight_blur = default; this.object_outline_color = default; this.xray_alpha = default; this.xray_alpha_wire = default; this.cavity_valley_factor = default; this.cavity_ridge_factor = default; this.background_color = default; this.curvature_ridge_factor = default; this.curvature_valley_factor = default; this.render_pass = default; this.aov_name = default; this.prop = default; this._pad2 = default; } public View3DShading( char type, char prev_type, char prev_type_wire, char color_type, short flag, char light, char background_type, char cavity_type, char wire_color_type, char use_compositor, char _pad, char[] studio_light, char[] lookdev_light, char[] matcap, float shadow_intensity, float[] single_color, float studiolight_rot_z, float studiolight_background, float studiolight_intensity, float studiolight_blur, float[] object_outline_color, float xray_alpha, float xray_alpha_wire, float cavity_valley_factor, float cavity_ridge_factor, float[] background_color, float curvature_ridge_factor, float curvature_valley_factor, int render_pass, char[] aov_name, IDProperty prop, object _pad2) { this.type = type; this.prev_type = prev_type; this.prev_type_wire = prev_type_wire; this.color_type = color_type; this.flag = flag; this.light = light; this.background_type = background_type; this.cavity_type = cavity_type; this.wire_color_type = wire_color_type; this.use_compositor = use_compositor; this._pad = _pad; this.studio_light = studio_light; this.lookdev_light = lookdev_light; this.matcap = matcap; this.shadow_intensity = shadow_intensity; this.single_color = single_color; this.studiolight_rot_z = studiolight_rot_z; this.studiolight_background = studiolight_background; this.studiolight_intensity = studiolight_intensity; this.studiolight_blur = studiolight_blur; this.object_outline_color = object_outline_color; this.xray_alpha = xray_alpha; this.xray_alpha_wire = xray_alpha_wire; this.cavity_valley_factor = cavity_valley_factor; this.cavity_ridge_factor = cavity_ridge_factor; this.background_color = background_color; this.curvature_ridge_factor = curvature_ridge_factor; this.curvature_valley_factor = curvature_valley_factor; this.render_pass = render_pass; this.aov_name = aov_name; this.prop = prop; this._pad2 = _pad2; } } }