//------------------------------------------------------------------------------ // // 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(246, "FluidFlowSettings", 216)] public class FluidFlowSettings { [DNAFieldAttribute(8, "FluidModifierData", 0, "*fmd", "FluidModifierData", true, 0)] public FluidModifierData fmd; [DNAFieldAttribute(8, "Mesh", 1, "*mesh", "Mesh", true, 8)] public Mesh mesh; [DNAFieldAttribute(8, "ParticleSystem", 2, "*psys", "ParticleSystem", true, 16)] public ParticleSystem psys; [DNAFieldAttribute(8, "Tex", 3, "*noise_texture", "Tex", true, 24)] public Tex noise_texture; [DNAFieldAttribute(8, "float", 4, "*verts_old", "float", true, 32)] public float verts_old; [DNAFieldAttribute(4, "int", 5, "numverts", "int", false, 40)] public int numverts; [DNAFieldAttribute(4, "float", 6, "vel_multi", "float", false, 44)] public float vel_multi; [DNAFieldAttribute(4, "float", 7, "vel_normal", "float", false, 48)] public float vel_normal; [DNAFieldAttribute(4, "float", 8, "vel_random", "float", false, 52)] public float vel_random; [DNAFieldAttribute(12, "float", 9, "vel_coord[3]", "System.Single[]", false, 56)] public float[] vel_coord = new System.Single[3]; [DNAFieldAttribute(4, "char", 10, "_pad1[4]", "System.Char[]", false, 68)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(4, "float", 11, "density", "float", false, 72)] public float density; [DNAFieldAttribute(12, "float", 12, "color[3]", "System.Single[]", false, 76)] public float[] color = new System.Single[3]; [DNAFieldAttribute(4, "float", 13, "fuel_amount", "float", false, 88)] public float fuel_amount; [DNAFieldAttribute(4, "float", 14, "temperature", "float", false, 92)] public float temperature; [DNAFieldAttribute(4, "float", 15, "volume_density", "float", false, 96)] public float volume_density; [DNAFieldAttribute(4, "float", 16, "surface_distance", "float", false, 100)] public float surface_distance; [DNAFieldAttribute(4, "float", 17, "particle_size", "float", false, 104)] public float particle_size; [DNAFieldAttribute(4, "int", 18, "subframes", "int", false, 108)] public int subframes; [DNAFieldAttribute(4, "float", 19, "texture_size", "float", false, 112)] public float texture_size; [DNAFieldAttribute(4, "float", 20, "texture_offset", "float", false, 116)] public float texture_offset; [DNAFieldAttribute(4, "char", 21, "_pad2[4]", "System.Char[]", false, 120)] public char[] _pad2 = new System.Char[4]; [DNAFieldAttribute(68, "char", 22, "uvlayer_name[68]", "System.Char[]", false, 124)] public char[] uvlayer_name = new System.Char[68]; [DNAFieldAttribute(4, "char", 23, "_pad3[4]", "System.Char[]", false, 192)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(2, "short", 24, "vgroup_density", "short", false, 196)] public short vgroup_density; [DNAFieldAttribute(2, "short", 25, "type", "short", false, 198)] public short type; [DNAFieldAttribute(2, "short", 26, "behavior", "short", false, 200)] public short behavior; [DNAFieldAttribute(2, "short", 27, "source", "short", false, 202)] public short source; [DNAFieldAttribute(2, "short", 28, "texture_type", "short", false, 204)] public short texture_type; [DNAFieldAttribute(6, "short", 29, "_pad4[3]", "System.Int16[]", false, 206)] public short[] _pad4 = new System.Int16[3]; [DNAFieldAttribute(4, "int", 30, "flags", "int", false, 212)] public int flags; public FluidFlowSettings() { this.fmd = default; this.mesh = default; this.psys = default; this.noise_texture = default; this.verts_old = default; this.numverts = default; this.vel_multi = default; this.vel_normal = default; this.vel_random = default; this.vel_coord = default; this._pad1 = default; this.density = default; this.color = default; this.fuel_amount = default; this.temperature = default; this.volume_density = default; this.surface_distance = default; this.particle_size = default; this.subframes = default; this.texture_size = default; this.texture_offset = default; this._pad2 = default; this.uvlayer_name = default; this._pad3 = default; this.vgroup_density = default; this.type = default; this.behavior = default; this.source = default; this.texture_type = default; this._pad4 = default; this.flags = default; } public FluidFlowSettings( FluidModifierData fmd, Mesh mesh, ParticleSystem psys, Tex noise_texture, float verts_old, int numverts, float vel_multi, float vel_normal, float vel_random, float[] vel_coord, char[] _pad1, float density, float[] color, float fuel_amount, float temperature, float volume_density, float surface_distance, float particle_size, int subframes, float texture_size, float texture_offset, char[] _pad2, char[] uvlayer_name, char[] _pad3, short vgroup_density, short type, short behavior, short source, short texture_type, short[] _pad4, int flags) { this.fmd = fmd; this.mesh = mesh; this.psys = psys; this.noise_texture = noise_texture; this.verts_old = verts_old; this.numverts = numverts; this.vel_multi = vel_multi; this.vel_normal = vel_normal; this.vel_random = vel_random; this.vel_coord = vel_coord; this._pad1 = _pad1; this.density = density; this.color = color; this.fuel_amount = fuel_amount; this.temperature = temperature; this.volume_density = volume_density; this.surface_distance = surface_distance; this.particle_size = particle_size; this.subframes = subframes; this.texture_size = texture_size; this.texture_offset = texture_offset; this._pad2 = _pad2; this.uvlayer_name = uvlayer_name; this._pad3 = _pad3; this.vgroup_density = vgroup_density; this.type = type; this.behavior = behavior; this.source = source; this.texture_type = texture_type; this._pad4 = _pad4; this.flags = flags; } } }