Files
BlenderSharp/BlendFile/DNA/SceneDisplay.cs

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(832, "SceneDisplay")]
public struct SceneDisplay {
[DNAFieldAttribute(0, "float", "light_direction[3]", 4)]
public float[] light_direction = new System.Single[3];
[DNAFieldAttribute(1, "float", "shadow_shift", 4)]
public float shadow_shift;
[DNAFieldAttribute(2, "float", "shadow_focus", 4)]
public float shadow_focus;
[DNAFieldAttribute(3, "float", "matcap_ssao_distance", 4)]
public float matcap_ssao_distance;
[DNAFieldAttribute(4, "float", "matcap_ssao_attenuation", 4)]
public float matcap_ssao_attenuation;
[DNAFieldAttribute(5, "int", "matcap_ssao_samples", 4)]
public int matcap_ssao_samples;
[DNAFieldAttribute(6, "char", "viewport_aa", 1)]
public char viewport_aa;
[DNAFieldAttribute(7, "char", "render_aa", 1)]
public char render_aa;
[DNAFieldAttribute(8, "char", "_pad[6]", 1)]
public char[] _pad = new System.Char[6];
[DNAFieldAttribute(9, "View3DShading", "shading", 944)]
public View3DShading shading;
public SceneDisplay() {
this.light_direction = default;
this.shadow_shift = default;
this.shadow_focus = default;
this.matcap_ssao_distance = default;
this.matcap_ssao_attenuation = default;
this.matcap_ssao_samples = default;
this.viewport_aa = default;
this.render_aa = default;
this._pad = default;
this.shading = default;
}
public SceneDisplay(float[] light_direction, float shadow_shift, float shadow_focus, float matcap_ssao_distance, float matcap_ssao_attenuation, int matcap_ssao_samples, char viewport_aa, char render_aa, char[] _pad, View3DShading shading) {
this.light_direction = light_direction;
this.shadow_shift = shadow_shift;
this.shadow_focus = shadow_focus;
this.matcap_ssao_distance = matcap_ssao_distance;
this.matcap_ssao_attenuation = matcap_ssao_attenuation;
this.matcap_ssao_samples = matcap_ssao_samples;
this.viewport_aa = viewport_aa;
this.render_aa = render_aa;
this._pad = _pad;
this.shading = shading;
}
}
}