//------------------------------------------------------------------------------ // // 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(651, "NodeShaderTexPointDensity")] public struct NodeShaderTexPointDensity { [DNAFieldAttribute(0, "NodeTexBase", "base", "NodeTexBase", 960)] public NodeTexBase @base; [DNAFieldAttribute(1, "short", "point_source", "short", 2)] public short point_source; [DNAFieldAttribute(2, "char", "_pad[2]", "System.Char[]", 1)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(3, "int", "particle_system", "int", 4)] public int particle_system; [DNAFieldAttribute(4, "float", "radius", "float", 4)] public float radius; [DNAFieldAttribute(5, "int", "resolution", "int", 4)] public int resolution; [DNAFieldAttribute(6, "short", "space", "short", 2)] public short space; [DNAFieldAttribute(7, "short", "interpolation", "short", 2)] public short interpolation; [DNAFieldAttribute(8, "short", "color_source", "short", 2)] public short color_source; [DNAFieldAttribute(9, "short", "ob_color_source", "short", 2)] public short ob_color_source; [DNAFieldAttribute(10, "PointDensity", "pd", "PointDensity", 176)] public PointDensity pd; [DNAFieldAttribute(11, "int", "cached_resolution", "int", 4)] public int cached_resolution; [DNAFieldAttribute(12, "char", "vertex_attribute_name[68]", "System.Char[]", 1)] public char[] vertex_attribute_name = new System.Char[68]; public NodeShaderTexPointDensity() { this.@base = default; this.point_source = default; this._pad = default; this.particle_system = default; this.radius = default; this.resolution = default; this.space = default; this.interpolation = default; this.color_source = default; this.ob_color_source = default; this.pd = default; this.cached_resolution = default; this.vertex_attribute_name = default; } public NodeShaderTexPointDensity(NodeTexBase @base, short point_source, char[] _pad, int particle_system, float radius, int resolution, short space, short interpolation, short color_source, short ob_color_source, PointDensity pd, int cached_resolution, char[] vertex_attribute_name) { this.@base = @base; this.point_source = point_source; this._pad = _pad; this.particle_system = particle_system; this.radius = radius; this.resolution = resolution; this.space = space; this.interpolation = interpolation; this.color_source = color_source; this.ob_color_source = ob_color_source; this.pd = pd; this.cached_resolution = cached_resolution; this.vertex_attribute_name = vertex_attribute_name; } } }