//------------------------------------------------------------------------------ // // 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(799, "SceneRenderLayer", 192)] public class SceneRenderLayer { [DNAFieldAttribute(8, "SceneRenderLayer", 0, "*next", "SceneRenderLayer", true, 0)] public SceneRenderLayer next; [DNAFieldAttribute(8, "SceneRenderLayer", 1, "*prev", "SceneRenderLayer", true, 8)] public SceneRenderLayer prev; [DNAFieldAttribute(64, "char", 2, "name[64]", "System.Char[]", false, 16)] public char[] name = new System.Char[64]; [DNAFieldAttribute(8, "Material", 3, "*mat_override", "Material", true, 80)] public Material mat_override; [DNAFieldAttribute(8, "World", 4, "*world_override", "World", true, 88)] public World world_override; [DNAFieldAttribute(4, "int", 5, "lay", "int", false, 96)] public int lay; [DNAFieldAttribute(4, "int", 6, "lay_zmask", "int", false, 100)] public int lay_zmask; [DNAFieldAttribute(4, "int", 7, "lay_exclude", "int", false, 104)] public int lay_exclude; [DNAFieldAttribute(4, "int", 8, "layflag", "int", false, 108)] public int layflag; [DNAFieldAttribute(4, "int", 9, "passflag", "int", false, 112)] public int passflag; [DNAFieldAttribute(4, "int", 10, "pass_xor", "int", false, 116)] public int pass_xor; [DNAFieldAttribute(4, "int", 11, "samples", "int", false, 120)] public int samples; [DNAFieldAttribute(4, "float", 12, "pass_alpha_threshold", "float", false, 124)] public float pass_alpha_threshold; [DNAFieldAttribute(8, "IDProperty", 13, "*prop", "IDProperty", true, 128)] public IDProperty prop; [DNAFieldAttribute(56, "FreestyleConfig", 14, "freestyleConfig", "FreestyleConfig", false, 136)] public FreestyleConfig freestyleConfig; public SceneRenderLayer() { this.next = default; this.prev = default; this.name = default; this.mat_override = default; this.world_override = default; this.lay = default; this.lay_zmask = default; this.lay_exclude = default; this.layflag = default; this.passflag = default; this.pass_xor = default; this.samples = default; this.pass_alpha_threshold = default; this.prop = default; this.freestyleConfig = default; } public SceneRenderLayer(SceneRenderLayer next, SceneRenderLayer prev, char[] name, Material mat_override, World world_override, int lay, int lay_zmask, int lay_exclude, int layflag, int passflag, int pass_xor, int samples, float pass_alpha_threshold, IDProperty prop, FreestyleConfig freestyleConfig) { this.next = next; this.prev = prev; this.name = name; this.mat_override = mat_override; this.world_override = world_override; this.lay = lay; this.lay_zmask = lay_zmask; this.lay_exclude = lay_exclude; this.layflag = layflag; this.passflag = passflag; this.pass_xor = pass_xor; this.samples = samples; this.pass_alpha_threshold = pass_alpha_threshold; this.prop = prop; this.freestyleConfig = freestyleConfig; } } }