// Automatically generated by BlenderSharp at 22/01/2025 02:21:57 namespace BlendFile.DNA { public class World { public ID id; public AnimData ptr_adt; public DrawDataList drawdata; public char[] _pad0 = new System.Char[4]; public short texact; public short mistype; public float horr; public float horg; public float horb; public float exposure; public float exp; public float range; public short mode; public char[] _pad2 = new System.Char[6]; public float misi; public float miststa; public float mistdist; public float misthi; public float aodist; public float aoenergy; public short flag; public char[] _pad3 = new System.Char[2]; public int probe_resolution; public float sun_threshold; public float sun_angle; public float sun_shadow_maximum_resolution; public float sun_shadow_jitter_overblur; public float sun_shadow_filter_radius; public char[] _pad4 = new System.Char[4]; public Ipo ptr_ipo; public short pr_texture; public short use_nodes; public char[] _pad = new System.Char[4]; public PreviewImage ptr_preview; public bNodeTree ptr_nodetree; public LightgroupMembership ptr_lightgroup; public object ptr__pad1; public ListBase gpumaterial; public uint64_t last_update; public World( ID id, AnimData ptr_adt, DrawDataList drawdata, char[] _pad0, short texact, short mistype, float horr, float horg, float horb, float exposure, float exp, float range, short mode, char[] _pad2, float misi, float miststa, float mistdist, float misthi, float aodist, float aoenergy, short flag, char[] _pad3, int probe_resolution, float sun_threshold, float sun_angle, float sun_shadow_maximum_resolution, float sun_shadow_jitter_overblur, float sun_shadow_filter_radius, char[] _pad4, Ipo ptr_ipo, short pr_texture, short use_nodes, char[] _pad, PreviewImage ptr_preview, bNodeTree ptr_nodetree, LightgroupMembership ptr_lightgroup, object ptr__pad1, ListBase gpumaterial, uint64_t last_update) { this.id = id; this.ptr_adt = ptr_adt; this.drawdata = drawdata; this._pad0 = _pad0; this.texact = texact; this.mistype = mistype; this.horr = horr; this.horg = horg; this.horb = horb; this.exposure = exposure; this.exp = exp; this.range = range; this.mode = mode; this._pad2 = _pad2; this.misi = misi; this.miststa = miststa; this.mistdist = mistdist; this.misthi = misthi; this.aodist = aodist; this.aoenergy = aoenergy; this.flag = flag; this._pad3 = _pad3; this.probe_resolution = probe_resolution; this.sun_threshold = sun_threshold; this.sun_angle = sun_angle; this.sun_shadow_maximum_resolution = sun_shadow_maximum_resolution; this.sun_shadow_jitter_overblur = sun_shadow_jitter_overblur; this.sun_shadow_filter_radius = sun_shadow_filter_radius; this._pad4 = _pad4; this.ptr_ipo = ptr_ipo; this.pr_texture = pr_texture; this.use_nodes = use_nodes; this._pad = _pad; this.ptr_preview = ptr_preview; this.ptr_nodetree = ptr_nodetree; this.ptr_lightgroup = ptr_lightgroup; this.ptr__pad1 = ptr__pad1; this.gpumaterial = gpumaterial; this.last_update = last_update; } } }