Files
BlenderSharp/BlendFile/DNA/ClothSimSettings.cs

374 lines
16 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(154, "ClothSimSettings")]
public class ClothSimSettings {
[DNAFieldAttribute(0, "LinkNode", "*cache", 0)]
public LinkNode ptr_cache;
[DNAFieldAttribute(1, "float", "mingoal", 4)]
public float mingoal;
[DNAFieldAttribute(2, "float", "Cdis", 4)]
public float Cdis;
[DNAFieldAttribute(3, "float", "Cvi", 4)]
public float Cvi;
[DNAFieldAttribute(4, "float", "gravity[3]", 4)]
public float[] gravity = new System.Single[3];
[DNAFieldAttribute(5, "float", "dt", 4)]
public float dt;
[DNAFieldAttribute(6, "float", "mass", 4)]
public float mass;
[DNAFieldAttribute(7, "float", "structural", 4)]
public float structural;
[DNAFieldAttribute(8, "float", "shear", 4)]
public float shear;
[DNAFieldAttribute(9, "float", "bending", 4)]
public float bending;
[DNAFieldAttribute(10, "float", "max_bend", 4)]
public float max_bend;
[DNAFieldAttribute(11, "float", "max_struct", 4)]
public float max_struct;
[DNAFieldAttribute(12, "float", "max_shear", 4)]
public float max_shear;
[DNAFieldAttribute(13, "float", "max_sewing", 4)]
public float max_sewing;
[DNAFieldAttribute(14, "float", "avg_spring_len", 4)]
public float avg_spring_len;
[DNAFieldAttribute(15, "float", "timescale", 4)]
public float timescale;
[DNAFieldAttribute(16, "float", "time_scale", 4)]
public float time_scale;
[DNAFieldAttribute(17, "float", "maxgoal", 4)]
public float maxgoal;
[DNAFieldAttribute(18, "float", "eff_force_scale", 4)]
public float eff_force_scale;
[DNAFieldAttribute(19, "float", "eff_wind_scale", 4)]
public float eff_wind_scale;
[DNAFieldAttribute(20, "float", "sim_time_old", 4)]
public float sim_time_old;
[DNAFieldAttribute(21, "float", "defgoal", 4)]
public float defgoal;
[DNAFieldAttribute(22, "float", "goalspring", 4)]
public float goalspring;
[DNAFieldAttribute(23, "float", "goalfrict", 4)]
public float goalfrict;
[DNAFieldAttribute(24, "float", "velocity_smooth", 4)]
public float velocity_smooth;
[DNAFieldAttribute(25, "float", "density_target", 4)]
public float density_target;
[DNAFieldAttribute(26, "float", "density_strength", 4)]
public float density_strength;
[DNAFieldAttribute(27, "float", "collider_friction", 4)]
public float collider_friction;
[DNAFieldAttribute(28, "float", "vel_damping", 4)]
public float vel_damping;
[DNAFieldAttribute(29, "float", "shrink_min", 4)]
public float shrink_min;
[DNAFieldAttribute(30, "float", "shrink_max", 4)]
public float shrink_max;
[DNAFieldAttribute(31, "float", "uniform_pressure_force", 4)]
public float uniform_pressure_force;
[DNAFieldAttribute(32, "float", "target_volume", 4)]
public float target_volume;
[DNAFieldAttribute(33, "float", "pressure_factor", 4)]
public float pressure_factor;
[DNAFieldAttribute(34, "float", "fluid_density", 4)]
public float fluid_density;
[DNAFieldAttribute(35, "short", "vgroup_pressure", 2)]
public short vgroup_pressure;
[DNAFieldAttribute(36, "char", "_pad7[6]", 1)]
public char[] _pad7 = new System.Char[6];
[DNAFieldAttribute(37, "float", "bending_damping", 4)]
public float bending_damping;
[DNAFieldAttribute(38, "float", "voxel_cell_size", 4)]
public float voxel_cell_size;
[DNAFieldAttribute(39, "int", "stepsPerFrame", 4)]
public int stepsPerFrame;
[DNAFieldAttribute(40, "int", "flags", 4)]
public int flags;
[DNAFieldAttribute(41, "int", "preroll", 4)]
public int preroll;
[DNAFieldAttribute(42, "int", "maxspringlen", 4)]
public int maxspringlen;
[DNAFieldAttribute(43, "short", "solver_type", 2)]
public short solver_type;
[DNAFieldAttribute(44, "short", "vgroup_bend", 2)]
public short vgroup_bend;
[DNAFieldAttribute(45, "short", "vgroup_mass", 2)]
public short vgroup_mass;
[DNAFieldAttribute(46, "short", "vgroup_struct", 2)]
public short vgroup_struct;
[DNAFieldAttribute(47, "short", "vgroup_shrink", 2)]
public short vgroup_shrink;
[DNAFieldAttribute(48, "short", "shapekey_rest", 2)]
public short shapekey_rest;
[DNAFieldAttribute(49, "short", "presets", 2)]
public short presets;
[DNAFieldAttribute(50, "short", "reset", 2)]
public short reset;
[DNAFieldAttribute(51, "EffectorWeights", "*effector_weights", 72)]
public EffectorWeights ptr_effector_weights;
[DNAFieldAttribute(52, "short", "bending_model", 2)]
public short bending_model;
[DNAFieldAttribute(53, "short", "vgroup_shear", 2)]
public short vgroup_shear;
[DNAFieldAttribute(54, "float", "tension", 4)]
public float tension;
[DNAFieldAttribute(55, "float", "compression", 4)]
public float compression;
[DNAFieldAttribute(56, "float", "max_tension", 4)]
public float max_tension;
[DNAFieldAttribute(57, "float", "max_compression", 4)]
public float max_compression;
[DNAFieldAttribute(58, "float", "tension_damp", 4)]
public float tension_damp;
[DNAFieldAttribute(59, "float", "compression_damp", 4)]
public float compression_damp;
[DNAFieldAttribute(60, "float", "shear_damp", 4)]
public float shear_damp;
[DNAFieldAttribute(61, "float", "internal_spring_max_length", 4)]
public float internal_spring_max_length;
[DNAFieldAttribute(62, "float", "internal_spring_max_diversion", 4)]
public float internal_spring_max_diversion;
[DNAFieldAttribute(63, "short", "vgroup_intern", 2)]
public short vgroup_intern;
[DNAFieldAttribute(64, "char", "_pad1[2]", 1)]
public char[] _pad1 = new System.Char[2];
[DNAFieldAttribute(65, "float", "internal_tension", 4)]
public float internal_tension;
[DNAFieldAttribute(66, "float", "internal_compression", 4)]
public float internal_compression;
[DNAFieldAttribute(67, "float", "max_internal_tension", 4)]
public float max_internal_tension;
[DNAFieldAttribute(68, "float", "max_internal_compression", 4)]
public float max_internal_compression;
[DNAFieldAttribute(69, "char", "_pad0[4]", 1)]
public char[] _pad0 = new System.Char[4];
public ClothSimSettings() {
this.ptr_cache = default;
this.mingoal = default;
this.Cdis = default;
this.Cvi = default;
this.gravity = default;
this.dt = default;
this.mass = default;
this.structural = default;
this.shear = default;
this.bending = default;
this.max_bend = default;
this.max_struct = default;
this.max_shear = default;
this.max_sewing = default;
this.avg_spring_len = default;
this.timescale = default;
this.time_scale = default;
this.maxgoal = default;
this.eff_force_scale = default;
this.eff_wind_scale = default;
this.sim_time_old = default;
this.defgoal = default;
this.goalspring = default;
this.goalfrict = default;
this.velocity_smooth = default;
this.density_target = default;
this.density_strength = default;
this.collider_friction = default;
this.vel_damping = default;
this.shrink_min = default;
this.shrink_max = default;
this.uniform_pressure_force = default;
this.target_volume = default;
this.pressure_factor = default;
this.fluid_density = default;
this.vgroup_pressure = default;
this._pad7 = default;
this.bending_damping = default;
this.voxel_cell_size = default;
this.stepsPerFrame = default;
this.flags = default;
this.preroll = default;
this.maxspringlen = default;
this.solver_type = default;
this.vgroup_bend = default;
this.vgroup_mass = default;
this.vgroup_struct = default;
this.vgroup_shrink = default;
this.shapekey_rest = default;
this.presets = default;
this.reset = default;
this.ptr_effector_weights = default;
this.bending_model = default;
this.vgroup_shear = default;
this.tension = default;
this.compression = default;
this.max_tension = default;
this.max_compression = default;
this.tension_damp = default;
this.compression_damp = default;
this.shear_damp = default;
this.internal_spring_max_length = default;
this.internal_spring_max_diversion = default;
this.vgroup_intern = default;
this._pad1 = default;
this.internal_tension = default;
this.internal_compression = default;
this.max_internal_tension = default;
this.max_internal_compression = default;
this._pad0 = default;
}
public ClothSimSettings(
LinkNode ptr_cache,
float mingoal,
float Cdis,
float Cvi,
float[] gravity,
float dt,
float mass,
float structural,
float shear,
float bending,
float max_bend,
float max_struct,
float max_shear,
float max_sewing,
float avg_spring_len,
float timescale,
float time_scale,
float maxgoal,
float eff_force_scale,
float eff_wind_scale,
float sim_time_old,
float defgoal,
float goalspring,
float goalfrict,
float velocity_smooth,
float density_target,
float density_strength,
float collider_friction,
float vel_damping,
float shrink_min,
float shrink_max,
float uniform_pressure_force,
float target_volume,
float pressure_factor,
float fluid_density,
short vgroup_pressure,
char[] _pad7,
float bending_damping,
float voxel_cell_size,
int stepsPerFrame,
int flags,
int preroll,
int maxspringlen,
short solver_type,
short vgroup_bend,
short vgroup_mass,
short vgroup_struct,
short vgroup_shrink,
short shapekey_rest,
short presets,
short reset,
EffectorWeights ptr_effector_weights,
short bending_model,
short vgroup_shear,
float tension,
float compression,
float max_tension,
float max_compression,
float tension_damp,
float compression_damp,
float shear_damp,
float internal_spring_max_length,
float internal_spring_max_diversion,
short vgroup_intern,
char[] _pad1,
float internal_tension,
float internal_compression,
float max_internal_tension,
float max_internal_compression,
char[] _pad0) {
this.ptr_cache = ptr_cache;
this.mingoal = mingoal;
this.Cdis = Cdis;
this.Cvi = Cvi;
this.gravity = gravity;
this.dt = dt;
this.mass = mass;
this.structural = structural;
this.shear = shear;
this.bending = bending;
this.max_bend = max_bend;
this.max_struct = max_struct;
this.max_shear = max_shear;
this.max_sewing = max_sewing;
this.avg_spring_len = avg_spring_len;
this.timescale = timescale;
this.time_scale = time_scale;
this.maxgoal = maxgoal;
this.eff_force_scale = eff_force_scale;
this.eff_wind_scale = eff_wind_scale;
this.sim_time_old = sim_time_old;
this.defgoal = defgoal;
this.goalspring = goalspring;
this.goalfrict = goalfrict;
this.velocity_smooth = velocity_smooth;
this.density_target = density_target;
this.density_strength = density_strength;
this.collider_friction = collider_friction;
this.vel_damping = vel_damping;
this.shrink_min = shrink_min;
this.shrink_max = shrink_max;
this.uniform_pressure_force = uniform_pressure_force;
this.target_volume = target_volume;
this.pressure_factor = pressure_factor;
this.fluid_density = fluid_density;
this.vgroup_pressure = vgroup_pressure;
this._pad7 = _pad7;
this.bending_damping = bending_damping;
this.voxel_cell_size = voxel_cell_size;
this.stepsPerFrame = stepsPerFrame;
this.flags = flags;
this.preroll = preroll;
this.maxspringlen = maxspringlen;
this.solver_type = solver_type;
this.vgroup_bend = vgroup_bend;
this.vgroup_mass = vgroup_mass;
this.vgroup_struct = vgroup_struct;
this.vgroup_shrink = vgroup_shrink;
this.shapekey_rest = shapekey_rest;
this.presets = presets;
this.reset = reset;
this.ptr_effector_weights = ptr_effector_weights;
this.bending_model = bending_model;
this.vgroup_shear = vgroup_shear;
this.tension = tension;
this.compression = compression;
this.max_tension = max_tension;
this.max_compression = max_compression;
this.tension_damp = tension_damp;
this.compression_damp = compression_damp;
this.shear_damp = shear_damp;
this.internal_spring_max_length = internal_spring_max_length;
this.internal_spring_max_diversion = internal_spring_max_diversion;
this.vgroup_intern = vgroup_intern;
this._pad1 = _pad1;
this.internal_tension = internal_tension;
this.internal_compression = internal_compression;
this.max_internal_tension = max_internal_tension;
this.max_internal_compression = max_internal_compression;
this._pad0 = _pad0;
}
}
}