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

84 lines
3.8 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(354, "LightGridCache")]
public struct LightGridCache {
[DNAFieldAttribute(0, "float", "mat[4][4]", "System.Single[,]", 4)]
public float[,] mat = new System.Single[4,4];
[DNAFieldAttribute(1, "int", "resolution[3]", "System.Int32[]", 4)]
public int[] resolution = new System.Int32[3];
[DNAFieldAttribute(2, "int", "offset", "int", 4)]
public int offset;
[DNAFieldAttribute(3, "float", "corner[3]", "System.Single[]", 4)]
public float[] corner = new System.Single[3];
[DNAFieldAttribute(4, "float", "attenuation_scale", "float", 4)]
public float attenuation_scale;
[DNAFieldAttribute(5, "float", "increment_x[3]", "System.Single[]", 4)]
public float[] increment_x = new System.Single[3];
[DNAFieldAttribute(6, "float", "attenuation_bias", "float", 4)]
public float attenuation_bias;
[DNAFieldAttribute(7, "float", "increment_y[3]", "System.Single[]", 4)]
public float[] increment_y = new System.Single[3];
[DNAFieldAttribute(8, "float", "level_bias", "float", 4)]
public float level_bias;
[DNAFieldAttribute(9, "float", "increment_z[3]", "System.Single[]", 4)]
public float[] increment_z = new System.Single[3];
[DNAFieldAttribute(10, "float", "_pad4", "float", 4)]
public float _pad4;
[DNAFieldAttribute(11, "float", "visibility_bias", "float", 4)]
public float visibility_bias;
[DNAFieldAttribute(12, "float", "visibility_bleed", "float", 4)]
public float visibility_bleed;
[DNAFieldAttribute(13, "float", "visibility_range", "float", 4)]
public float visibility_range;
[DNAFieldAttribute(14, "float", "_pad5", "float", 4)]
public float _pad5;
public LightGridCache() {
this.mat = default;
this.resolution = default;
this.offset = default;
this.corner = default;
this.attenuation_scale = default;
this.increment_x = default;
this.attenuation_bias = default;
this.increment_y = default;
this.level_bias = default;
this.increment_z = default;
this._pad4 = default;
this.visibility_bias = default;
this.visibility_bleed = default;
this.visibility_range = default;
this._pad5 = default;
}
public LightGridCache(float[,] mat, int[] resolution, int offset, float[] corner, float attenuation_scale, float[] increment_x, float attenuation_bias, float[] increment_y, float level_bias, float[] increment_z, float _pad4, float visibility_bias, float visibility_bleed, float visibility_range, float _pad5) {
this.mat = mat;
this.resolution = resolution;
this.offset = offset;
this.corner = corner;
this.attenuation_scale = attenuation_scale;
this.increment_x = increment_x;
this.attenuation_bias = attenuation_bias;
this.increment_y = increment_y;
this.level_bias = level_bias;
this.increment_z = increment_z;
this._pad4 = _pad4;
this.visibility_bias = visibility_bias;
this.visibility_bleed = visibility_bleed;
this.visibility_range = visibility_range;
this._pad5 = _pad5;
}
}
}