116 lines
4.7 KiB
C#
116 lines
4.7 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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public class UnifiedPaintSettings {
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public int size;
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public float unprojected_radius;
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public float alpha;
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public float weight;
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public float[] rgb = new System.Single[3];
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public float[] secondary_rgb = new System.Single[3];
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public int input_samples;
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public int flag;
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public char[] _pad = new System.Char[4];
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public float[] last_rake = new System.Single[2];
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public float last_rake_angle;
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public int last_stroke_valid;
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public float[] average_stroke_accum = new System.Single[3];
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public int average_stroke_counter;
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public float brush_rotation;
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public float brush_rotation_sec;
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public int anchored_size;
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public float overlap_factor;
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public char draw_inverted;
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public char stroke_active;
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public char draw_anchored;
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public char do_linear_conversion;
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public float[] last_location = new System.Single[3];
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public int last_hit;
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public float[] anchored_initial_mouse = new System.Single[2];
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public float pixel_radius;
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public float initial_pixel_radius;
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public float start_pixel_radius;
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public float size_pressure_value;
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public float[] tex_mouse = new System.Single[2];
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public float[] mask_tex_mouse = new System.Single[2];
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public ColorSpace ptr_colorspace;
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public UnifiedPaintSettings(
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int size,
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float unprojected_radius,
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float alpha,
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float weight,
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float[] rgb,
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float[] secondary_rgb,
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int input_samples,
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int flag,
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char[] _pad,
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float[] last_rake,
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float last_rake_angle,
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int last_stroke_valid,
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float[] average_stroke_accum,
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int average_stroke_counter,
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float brush_rotation,
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float brush_rotation_sec,
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int anchored_size,
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float overlap_factor,
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char draw_inverted,
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char stroke_active,
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char draw_anchored,
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char do_linear_conversion,
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float[] last_location,
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int last_hit,
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float[] anchored_initial_mouse,
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float pixel_radius,
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float initial_pixel_radius,
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float start_pixel_radius,
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float size_pressure_value,
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float[] tex_mouse,
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float[] mask_tex_mouse,
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ColorSpace ptr_colorspace) {
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this.size = size;
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this.unprojected_radius = unprojected_radius;
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this.alpha = alpha;
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this.weight = weight;
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this.rgb = rgb;
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this.secondary_rgb = secondary_rgb;
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this.input_samples = input_samples;
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this.flag = flag;
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this._pad = _pad;
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this.last_rake = last_rake;
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this.last_rake_angle = last_rake_angle;
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this.last_stroke_valid = last_stroke_valid;
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this.average_stroke_accum = average_stroke_accum;
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this.average_stroke_counter = average_stroke_counter;
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this.brush_rotation = brush_rotation;
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this.brush_rotation_sec = brush_rotation_sec;
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this.anchored_size = anchored_size;
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this.overlap_factor = overlap_factor;
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this.draw_inverted = draw_inverted;
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this.stroke_active = stroke_active;
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this.draw_anchored = draw_anchored;
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this.do_linear_conversion = do_linear_conversion;
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this.last_location = last_location;
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this.last_hit = last_hit;
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this.anchored_initial_mouse = anchored_initial_mouse;
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this.pixel_radius = pixel_radius;
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this.initial_pixel_radius = initial_pixel_radius;
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this.start_pixel_radius = start_pixel_radius;
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this.size_pressure_value = size_pressure_value;
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this.tex_mouse = tex_mouse;
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this.mask_tex_mouse = mask_tex_mouse;
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this.ptr_colorspace = ptr_colorspace;
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}
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}
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}
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