Files
BlenderSharp/BlendFile/DNA/LightCacheTexture.cs
2025-03-04 18:48:04 +01:00

48 lines
1.8 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(355, "LightCacheTexture", 32)]
public class LightCacheTexture {
[DNAFieldAttribute(8, "GPUTexture", 0, "*tex", "GPUTexture", true, 0)]
public GPUTexture tex;
[DNAFieldAttribute(8, "char", 1, "*data", "char", true, 8)]
public char data;
[DNAFieldAttribute(12, "int", 2, "tex_size[3]", "System.Int32[]", false, 16)]
public int[] tex_size = new System.Int32[3];
[DNAFieldAttribute(1, "char", 3, "data_type", "char", false, 28)]
public char data_type;
[DNAFieldAttribute(1, "char", 4, "components", "char", false, 29)]
public char components;
[DNAFieldAttribute(2, "char", 5, "_pad[2]", "System.Char[]", false, 30)]
public char[] _pad = new System.Char[2];
public LightCacheTexture() {
this.tex = default;
this.data = default;
this.tex_size = default;
this.data_type = default;
this.components = default;
this._pad = default;
}
public LightCacheTexture(GPUTexture tex, char data, int[] tex_size, char data_type, char components, char[] _pad) {
this.tex = tex;
this.data = data;
this.tex_size = tex_size;
this.data_type = data_type;
this.components = components;
this._pad = _pad;
}
}
}