Files
BlenderSharp/BlendFile/DNA/SPHFluidSettings.cs
Samuele Lorefice 0674e6b136 - Modified DNAClassAttribute to also support usage on structs
- Added auto generation of DNAClass attributes on file generation
- Regenerated all files
2025-01-23 16:15:50 +01:00

90 lines
3.5 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
namespace BlendFile.DNA {
using BlendFile;
[DNAClassAttribute(784, "SPHFluidSettings")]
public struct SPHFluidSettings {
[DNAFieldAttribute(0, "float", "radius", 4)]
public float radius;
[DNAFieldAttribute(1, "float", "spring_k", 4)]
public float spring_k;
[DNAFieldAttribute(2, "float", "rest_length", 4)]
public float rest_length;
[DNAFieldAttribute(3, "float", "plasticity_constant", 4)]
public float plasticity_constant;
[DNAFieldAttribute(4, "float", "yield_ratio", 4)]
public float yield_ratio;
[DNAFieldAttribute(5, "float", "plasticity_balance", 4)]
public float plasticity_balance;
[DNAFieldAttribute(6, "float", "yield_balance", 4)]
public float yield_balance;
[DNAFieldAttribute(7, "float", "viscosity_omega", 4)]
public float viscosity_omega;
[DNAFieldAttribute(8, "float", "viscosity_beta", 4)]
public float viscosity_beta;
[DNAFieldAttribute(9, "float", "stiffness_k", 4)]
public float stiffness_k;
[DNAFieldAttribute(10, "float", "stiffness_knear", 4)]
public float stiffness_knear;
[DNAFieldAttribute(11, "float", "rest_density", 4)]
public float rest_density;
[DNAFieldAttribute(12, "float", "buoyancy", 4)]
public float buoyancy;
[DNAFieldAttribute(13, "int", "flag", 4)]
public int flag;
[DNAFieldAttribute(14, "int", "spring_frames", 4)]
public int spring_frames;
[DNAFieldAttribute(15, "short", "solver", 2)]
public short solver;
[DNAFieldAttribute(16, "char", "_pad[6]", 1)]
public char[] _pad = new System.Char[6];
public SPHFluidSettings(
float radius,
float spring_k,
float rest_length,
float plasticity_constant,
float yield_ratio,
float plasticity_balance,
float yield_balance,
float viscosity_omega,
float viscosity_beta,
float stiffness_k,
float stiffness_knear,
float rest_density,
float buoyancy,
int flag,
int spring_frames,
short solver,
char[] _pad) {
this.radius = radius;
this.spring_k = spring_k;
this.rest_length = rest_length;
this.plasticity_constant = plasticity_constant;
this.yield_ratio = yield_ratio;
this.plasticity_balance = plasticity_balance;
this.yield_balance = yield_balance;
this.viscosity_omega = viscosity_omega;
this.viscosity_beta = viscosity_beta;
this.stiffness_k = stiffness_k;
this.stiffness_knear = stiffness_knear;
this.rest_density = rest_density;
this.buoyancy = buoyancy;
this.flag = flag;
this.spring_frames = spring_frames;
this.solver = solver;
this._pad = _pad;
}
}
}