Files
BlenderSharp/BlendFile/DNA/Lamp.cs
2025-02-18 18:16:57 +01:00

224 lines
9.0 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(350, "Lamp")]
public class Lamp {
[DNAFieldAttribute(0, "ID", "id", "ID", 208)]
public ID id;
[DNAFieldAttribute(1, "AnimData", "*adt", "AnimData", 248)]
public AnimData ptr_adt;
[DNAFieldAttribute(2, "short", "type", "short", 2)]
public short type;
[DNAFieldAttribute(3, "short", "flag", "short", 2)]
public short flag;
[DNAFieldAttribute(4, "int", "mode", "int", 4)]
public int mode;
[DNAFieldAttribute(5, "float", "r", "float", 4)]
public float r;
[DNAFieldAttribute(6, "float", "g", "float", 4)]
public float g;
[DNAFieldAttribute(7, "float", "b", "float", 4)]
public float b;
[DNAFieldAttribute(8, "float", "energy_new", "float", 4)]
public float energy_new;
[DNAFieldAttribute(9, "float", "radius", "float", 4)]
public float radius;
[DNAFieldAttribute(10, "float", "spotsize", "float", 4)]
public float spotsize;
[DNAFieldAttribute(11, "float", "spotblend", "float", 4)]
public float spotblend;
[DNAFieldAttribute(12, "short", "area_shape", "short", 2)]
public short area_shape;
[DNAFieldAttribute(13, "short", "_pad1", "short", 2)]
public short _pad1;
[DNAFieldAttribute(14, "float", "area_size", "float", 4)]
public float area_size;
[DNAFieldAttribute(15, "float", "area_sizey", "float", 4)]
public float area_sizey;
[DNAFieldAttribute(16, "float", "area_sizez", "float", 4)]
public float area_sizez;
[DNAFieldAttribute(17, "float", "area_spread", "float", 4)]
public float area_spread;
[DNAFieldAttribute(18, "float", "sun_angle", "float", 4)]
public float sun_angle;
[DNAFieldAttribute(19, "short", "pr_texture", "short", 2)]
public short pr_texture;
[DNAFieldAttribute(20, "short", "use_nodes", "short", 2)]
public short use_nodes;
[DNAFieldAttribute(21, "float", "clipsta", "float", 4)]
public float clipsta;
[DNAFieldAttribute(22, "float", "clipend", "float", 4)]
public float clipend;
[DNAFieldAttribute(23, "float", "cascade_max_dist", "float", 4)]
public float cascade_max_dist;
[DNAFieldAttribute(24, "float", "cascade_exponent", "float", 4)]
public float cascade_exponent;
[DNAFieldAttribute(25, "float", "cascade_fade", "float", 4)]
public float cascade_fade;
[DNAFieldAttribute(26, "int", "cascade_count", "int", 4)]
public int cascade_count;
[DNAFieldAttribute(27, "float", "diff_fac", "float", 4)]
public float diff_fac;
[DNAFieldAttribute(28, "float", "spec_fac", "float", 4)]
public float spec_fac;
[DNAFieldAttribute(29, "float", "transmission_fac", "float", 4)]
public float transmission_fac;
[DNAFieldAttribute(30, "float", "volume_fac", "float", 4)]
public float volume_fac;
[DNAFieldAttribute(31, "float", "att_dist", "float", 4)]
public float att_dist;
[DNAFieldAttribute(32, "float", "shadow_filter_radius", "float", 4)]
public float shadow_filter_radius;
[DNAFieldAttribute(33, "float", "shadow_maximum_resolution", "float", 4)]
public float shadow_maximum_resolution;
[DNAFieldAttribute(34, "float", "shadow_jitter_overblur", "float", 4)]
public float shadow_jitter_overblur;
[DNAFieldAttribute(35, "PreviewImage", "*preview", "PreviewImage", 48)]
public PreviewImage ptr_preview;
[DNAFieldAttribute(36, "bNodeTree", "*nodetree", "bNodeTree", 544)]
public bNodeTree ptr_nodetree;
[DNAFieldAttribute(37, "Ipo", "*ipo", "Ipo", 248)]
public Ipo ptr_ipo;
[DNAFieldAttribute(38, "float", "energy", "float", 4)]
public float energy;
[DNAFieldAttribute(39, "float", "_pad2", "float", 4)]
public float _pad2;
public Lamp() {
this.id = default;
this.ptr_adt = default;
this.type = default;
this.flag = default;
this.mode = default;
this.r = default;
this.g = default;
this.b = default;
this.energy_new = default;
this.radius = default;
this.spotsize = default;
this.spotblend = default;
this.area_shape = default;
this._pad1 = default;
this.area_size = default;
this.area_sizey = default;
this.area_sizez = default;
this.area_spread = default;
this.sun_angle = default;
this.pr_texture = default;
this.use_nodes = default;
this.clipsta = default;
this.clipend = default;
this.cascade_max_dist = default;
this.cascade_exponent = default;
this.cascade_fade = default;
this.cascade_count = default;
this.diff_fac = default;
this.spec_fac = default;
this.transmission_fac = default;
this.volume_fac = default;
this.att_dist = default;
this.shadow_filter_radius = default;
this.shadow_maximum_resolution = default;
this.shadow_jitter_overblur = default;
this.ptr_preview = default;
this.ptr_nodetree = default;
this.ptr_ipo = default;
this.energy = default;
this._pad2 = default;
}
public Lamp(
ID id,
AnimData ptr_adt,
short type,
short flag,
int mode,
float r,
float g,
float b,
float energy_new,
float radius,
float spotsize,
float spotblend,
short area_shape,
short _pad1,
float area_size,
float area_sizey,
float area_sizez,
float area_spread,
float sun_angle,
short pr_texture,
short use_nodes,
float clipsta,
float clipend,
float cascade_max_dist,
float cascade_exponent,
float cascade_fade,
int cascade_count,
float diff_fac,
float spec_fac,
float transmission_fac,
float volume_fac,
float att_dist,
float shadow_filter_radius,
float shadow_maximum_resolution,
float shadow_jitter_overblur,
PreviewImage ptr_preview,
bNodeTree ptr_nodetree,
Ipo ptr_ipo,
float energy,
float _pad2) {
this.id = id;
this.ptr_adt = ptr_adt;
this.type = type;
this.flag = flag;
this.mode = mode;
this.r = r;
this.g = g;
this.b = b;
this.energy_new = energy_new;
this.radius = radius;
this.spotsize = spotsize;
this.spotblend = spotblend;
this.area_shape = area_shape;
this._pad1 = _pad1;
this.area_size = area_size;
this.area_sizey = area_sizey;
this.area_sizez = area_sizez;
this.area_spread = area_spread;
this.sun_angle = sun_angle;
this.pr_texture = pr_texture;
this.use_nodes = use_nodes;
this.clipsta = clipsta;
this.clipend = clipend;
this.cascade_max_dist = cascade_max_dist;
this.cascade_exponent = cascade_exponent;
this.cascade_fade = cascade_fade;
this.cascade_count = cascade_count;
this.diff_fac = diff_fac;
this.spec_fac = spec_fac;
this.transmission_fac = transmission_fac;
this.volume_fac = volume_fac;
this.att_dist = att_dist;
this.shadow_filter_radius = shadow_filter_radius;
this.shadow_maximum_resolution = shadow_maximum_resolution;
this.shadow_jitter_overblur = shadow_jitter_overblur;
this.ptr_preview = ptr_preview;
this.ptr_nodetree = ptr_nodetree;
this.ptr_ipo = ptr_ipo;
this.energy = energy;
this._pad2 = _pad2;
}
}
}