// Automatically generated by BlenderSharp at 22/01/2025 02:21:57 namespace BlendFile.DNA { public class PartDeflect { public int flag; public short deflect; public short forcefield; public short falloff; public short shape; public short tex_mode; public short kink; public short kink_axis; public short zdir; public float f_strength; public float f_damp; public float f_flow; public float f_wind_factor; public char[] _pad0 = new System.Char[4]; public float f_size; public float f_power; public float maxdist; public float mindist; public float f_power_r; public float maxrad; public float minrad; public float pdef_damp; public float pdef_rdamp; public float pdef_perm; public float pdef_frict; public float pdef_rfrict; public float pdef_stickness; public float absorption; public float pdef_sbdamp; public float pdef_sbift; public float pdef_sboft; public float clump_fac; public float clump_pow; public float kink_freq; public float kink_shape; public float kink_amp; public float free_end; public float tex_nabla; public Tex ptr_tex; public float f_noise; public int seed; public float[] drawvec1 = new System.Single[4]; public float[] drawvec2 = new System.Single[4]; public float[] drawvec_falloff_min = new System.Single[3]; public char[] _pad1 = new System.Char[4]; public float[] drawvec_falloff_max = new System.Single[3]; public char[] _pad2 = new System.Char[4]; public Object ptr_f_source; public float pdef_cfrict; public char[] _pad = new System.Char[4]; public PartDeflect( int flag, short deflect, short forcefield, short falloff, short shape, short tex_mode, short kink, short kink_axis, short zdir, float f_strength, float f_damp, float f_flow, float f_wind_factor, char[] _pad0, float f_size, float f_power, float maxdist, float mindist, float f_power_r, float maxrad, float minrad, float pdef_damp, float pdef_rdamp, float pdef_perm, float pdef_frict, float pdef_rfrict, float pdef_stickness, float absorption, float pdef_sbdamp, float pdef_sbift, float pdef_sboft, float clump_fac, float clump_pow, float kink_freq, float kink_shape, float kink_amp, float free_end, float tex_nabla, Tex ptr_tex, float f_noise, int seed, float[] drawvec1, float[] drawvec2, float[] drawvec_falloff_min, char[] _pad1, float[] drawvec_falloff_max, char[] _pad2, Object ptr_f_source, float pdef_cfrict, char[] _pad) { this.flag = flag; this.deflect = deflect; this.forcefield = forcefield; this.falloff = falloff; this.shape = shape; this.tex_mode = tex_mode; this.kink = kink; this.kink_axis = kink_axis; this.zdir = zdir; this.f_strength = f_strength; this.f_damp = f_damp; this.f_flow = f_flow; this.f_wind_factor = f_wind_factor; this._pad0 = _pad0; this.f_size = f_size; this.f_power = f_power; this.maxdist = maxdist; this.mindist = mindist; this.f_power_r = f_power_r; this.maxrad = maxrad; this.minrad = minrad; this.pdef_damp = pdef_damp; this.pdef_rdamp = pdef_rdamp; this.pdef_perm = pdef_perm; this.pdef_frict = pdef_frict; this.pdef_rfrict = pdef_rfrict; this.pdef_stickness = pdef_stickness; this.absorption = absorption; this.pdef_sbdamp = pdef_sbdamp; this.pdef_sbift = pdef_sbift; this.pdef_sboft = pdef_sboft; this.clump_fac = clump_fac; this.clump_pow = clump_pow; this.kink_freq = kink_freq; this.kink_shape = kink_shape; this.kink_amp = kink_amp; this.free_end = free_end; this.tex_nabla = tex_nabla; this.ptr_tex = ptr_tex; this.f_noise = f_noise; this.seed = seed; this.drawvec1 = drawvec1; this.drawvec2 = drawvec2; this.drawvec_falloff_min = drawvec_falloff_min; this._pad1 = _pad1; this.drawvec_falloff_max = drawvec_falloff_max; this._pad2 = _pad2; this.ptr_f_source = ptr_f_source; this.pdef_cfrict = pdef_cfrict; this._pad = _pad; } } }