Files
BlenderSharp/BlendFile/DNA/Material.cs

160 lines
5.7 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 BlendFile.CompatTypes;
using System;
// Automatically generated by BlenderSharp at 22/01/2025 02:33:14
namespace BlendFile.DNA {
public class Material {
public ID id;
public AnimData ptr_adt;
public short flag;
public char surface_render_method;
public char[] _pad1 = new System.Char[1];
public float r;
public float g;
public float b;
public float a;
public float specr;
public float specg;
public float specb;
public float alpha;
public float ray_mirror;
public float spec;
public float gloss_mir;
public float roughness;
public float metallic;
public char use_nodes;
public char pr_type;
public short pr_texture;
public short pr_flag;
public short index;
public bNodeTree ptr_nodetree;
public Ipo ptr_ipo;
public PreviewImage ptr_preview;
public float[] line_col = new System.Single[4];
public short line_priority;
public short vcol_alpha;
public short paint_active_slot;
public short paint_clone_slot;
public short tot_slots;
public char displacement_method;
public char thickness_mode;
public float alpha_threshold;
public float refract_depth;
public char blend_method;
public char blend_shadow;
public char blend_flag;
public char volume_intersection_method;
public float inflate_bounds;
public char[] _pad3 = new System.Char[4];
public TexPaintSlot ptr_texpaintslot;
public ListBase gpumaterial;
public MaterialGPencilStyle ptr_gp_style;
public MaterialLineArt lineart;
public Material(
ID id,
AnimData ptr_adt,
short flag,
char surface_render_method,
char[] _pad1,
float r,
float g,
float b,
float a,
float specr,
float specg,
float specb,
float alpha,
float ray_mirror,
float spec,
float gloss_mir,
float roughness,
float metallic,
char use_nodes,
char pr_type,
short pr_texture,
short pr_flag,
short index,
bNodeTree ptr_nodetree,
Ipo ptr_ipo,
PreviewImage ptr_preview,
float[] line_col,
short line_priority,
short vcol_alpha,
short paint_active_slot,
short paint_clone_slot,
short tot_slots,
char displacement_method,
char thickness_mode,
float alpha_threshold,
float refract_depth,
char blend_method,
char blend_shadow,
char blend_flag,
char volume_intersection_method,
float inflate_bounds,
char[] _pad3,
TexPaintSlot ptr_texpaintslot,
ListBase gpumaterial,
MaterialGPencilStyle ptr_gp_style,
MaterialLineArt lineart) {
this.id = id;
this.ptr_adt = ptr_adt;
this.flag = flag;
this.surface_render_method = surface_render_method;
this._pad1 = _pad1;
this.r = r;
this.g = g;
this.b = b;
this.a = a;
this.specr = specr;
this.specg = specg;
this.specb = specb;
this.alpha = alpha;
this.ray_mirror = ray_mirror;
this.spec = spec;
this.gloss_mir = gloss_mir;
this.roughness = roughness;
this.metallic = metallic;
this.use_nodes = use_nodes;
this.pr_type = pr_type;
this.pr_texture = pr_texture;
this.pr_flag = pr_flag;
this.index = index;
this.ptr_nodetree = ptr_nodetree;
this.ptr_ipo = ptr_ipo;
this.ptr_preview = ptr_preview;
this.line_col = line_col;
this.line_priority = line_priority;
this.vcol_alpha = vcol_alpha;
this.paint_active_slot = paint_active_slot;
this.paint_clone_slot = paint_clone_slot;
this.tot_slots = tot_slots;
this.displacement_method = displacement_method;
this.thickness_mode = thickness_mode;
this.alpha_threshold = alpha_threshold;
this.refract_depth = refract_depth;
this.blend_method = blend_method;
this.blend_shadow = blend_shadow;
this.blend_flag = blend_flag;
this.volume_intersection_method = volume_intersection_method;
this.inflate_bounds = inflate_bounds;
this._pad3 = _pad3;
this.ptr_texpaintslot = ptr_texpaintslot;
this.gpumaterial = gpumaterial;
this.ptr_gp_style = ptr_gp_style;
this.lineart = lineart;
}
}
}