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

64 lines
2.7 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 System;
namespace BlendFile.DNA {
using BlendFile;
[DNAClassAttribute(277, "SubdivGpencilModifierData", 264)]
public class SubdivGpencilModifierData {
[DNAFieldAttribute(104, "GpencilModifierData", 0, "modifier", "GpencilModifierData", false, 0)]
public GpencilModifierData modifier;
[DNAFieldAttribute(8, "Material", 1, "*material", "Material", true, 104)]
public Material material;
[DNAFieldAttribute(64, "char", 2, "layername[64]", "System.Char[]", false, 112)]
public char[] layername = new System.Char[64];
[DNAFieldAttribute(64, "char", 3, "materialname[64]", "System.Char[]", false, 176)]
public char[] materialname = new System.Char[64];
[DNAFieldAttribute(4, "int", 4, "pass_index", "int", false, 240)]
public int pass_index;
[DNAFieldAttribute(4, "int", 5, "flag", "int", false, 244)]
public int flag;
[DNAFieldAttribute(4, "int", 6, "level", "int", false, 248)]
public int level;
[DNAFieldAttribute(4, "int", 7, "layer_pass", "int", false, 252)]
public int layer_pass;
[DNAFieldAttribute(2, "short", 8, "type", "short", false, 256)]
public short type;
[DNAFieldAttribute(6, "char", 9, "_pad[6]", "System.Char[]", false, 258)]
public char[] _pad = new System.Char[6];
public SubdivGpencilModifierData() {
this.modifier = default;
this.material = default;
this.layername = default;
this.materialname = default;
this.pass_index = default;
this.flag = default;
this.level = default;
this.layer_pass = default;
this.type = default;
this._pad = default;
}
public SubdivGpencilModifierData(GpencilModifierData modifier, Material material, char[] layername, char[] materialname, int pass_index, int flag, int level, int layer_pass, short type, char[] _pad) {
this.modifier = modifier;
this.material = material;
this.layername = layername;
this.materialname = materialname;
this.pass_index = pass_index;
this.flag = flag;
this.level = level;
this.layer_pass = layer_pass;
this.type = type;
this._pad = _pad;
}
}
}