Files
BlenderSharp/BlendFile/DNA/MaterialGPencilStyle.cs
2025-02-19 17:07:50 +01:00

149 lines
6.6 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(414, "MaterialGPencilStyle")]
public class MaterialGPencilStyle {
[DNAFieldAttribute(0, "Image", "*sima", "Image", 4, true)]
public Image ptr_sima;
[DNAFieldAttribute(1, "Image", "*ima", "Image", 4, true)]
public Image ptr_ima;
[DNAFieldAttribute(2, "float", "stroke_rgba[4]", "System.Single[]", 16, false)]
public float[] stroke_rgba = new System.Single[4];
[DNAFieldAttribute(3, "float", "fill_rgba[4]", "System.Single[]", 16, false)]
public float[] fill_rgba = new System.Single[4];
[DNAFieldAttribute(4, "float", "mix_rgba[4]", "System.Single[]", 16, false)]
public float[] mix_rgba = new System.Single[4];
[DNAFieldAttribute(5, "short", "flag", "short", 2, false)]
public short flag;
[DNAFieldAttribute(6, "short", "index", "short", 2, false)]
public short index;
[DNAFieldAttribute(7, "short", "stroke_style", "short", 2, false)]
public short stroke_style;
[DNAFieldAttribute(8, "short", "fill_style", "short", 2, false)]
public short fill_style;
[DNAFieldAttribute(9, "float", "mix_factor", "float", 4, false)]
public float mix_factor;
[DNAFieldAttribute(10, "float", "gradient_angle", "float", 4, false)]
public float gradient_angle;
[DNAFieldAttribute(11, "float", "gradient_radius", "float", 4, false)]
public float gradient_radius;
[DNAFieldAttribute(12, "char", "_pad2[4]", "System.Char[]", 4, false)]
public char[] _pad2 = new System.Char[4];
[DNAFieldAttribute(13, "float", "gradient_scale[2]", "System.Single[]", 8, false)]
public float[] gradient_scale = new System.Single[2];
[DNAFieldAttribute(14, "float", "gradient_shift[2]", "System.Single[]", 8, false)]
public float[] gradient_shift = new System.Single[2];
[DNAFieldAttribute(15, "float", "texture_angle", "float", 4, false)]
public float texture_angle;
[DNAFieldAttribute(16, "float", "texture_scale[2]", "System.Single[]", 8, false)]
public float[] texture_scale = new System.Single[2];
[DNAFieldAttribute(17, "float", "texture_offset[2]", "System.Single[]", 8, false)]
public float[] texture_offset = new System.Single[2];
[DNAFieldAttribute(18, "float", "texture_opacity", "float", 4, false)]
public float texture_opacity;
[DNAFieldAttribute(19, "float", "texture_pixsize", "float", 4, false)]
public float texture_pixsize;
[DNAFieldAttribute(20, "int", "mode", "int", 4, false)]
public int mode;
[DNAFieldAttribute(21, "int", "gradient_type", "int", 4, false)]
public int gradient_type;
[DNAFieldAttribute(22, "float", "mix_stroke_factor", "float", 4, false)]
public float mix_stroke_factor;
[DNAFieldAttribute(23, "int", "alignment_mode", "int", 4, false)]
public int alignment_mode;
[DNAFieldAttribute(24, "float", "alignment_rotation", "float", 4, false)]
public float alignment_rotation;
public MaterialGPencilStyle() {
this.ptr_sima = default;
this.ptr_ima = default;
this.stroke_rgba = default;
this.fill_rgba = default;
this.mix_rgba = default;
this.flag = default;
this.index = default;
this.stroke_style = default;
this.fill_style = default;
this.mix_factor = default;
this.gradient_angle = default;
this.gradient_radius = default;
this._pad2 = default;
this.gradient_scale = default;
this.gradient_shift = default;
this.texture_angle = default;
this.texture_scale = default;
this.texture_offset = default;
this.texture_opacity = default;
this.texture_pixsize = default;
this.mode = default;
this.gradient_type = default;
this.mix_stroke_factor = default;
this.alignment_mode = default;
this.alignment_rotation = default;
}
public MaterialGPencilStyle(
Image ptr_sima,
Image ptr_ima,
float[] stroke_rgba,
float[] fill_rgba,
float[] mix_rgba,
short flag,
short index,
short stroke_style,
short fill_style,
float mix_factor,
float gradient_angle,
float gradient_radius,
char[] _pad2,
float[] gradient_scale,
float[] gradient_shift,
float texture_angle,
float[] texture_scale,
float[] texture_offset,
float texture_opacity,
float texture_pixsize,
int mode,
int gradient_type,
float mix_stroke_factor,
int alignment_mode,
float alignment_rotation) {
this.ptr_sima = ptr_sima;
this.ptr_ima = ptr_ima;
this.stroke_rgba = stroke_rgba;
this.fill_rgba = fill_rgba;
this.mix_rgba = mix_rgba;
this.flag = flag;
this.index = index;
this.stroke_style = stroke_style;
this.fill_style = fill_style;
this.mix_factor = mix_factor;
this.gradient_angle = gradient_angle;
this.gradient_radius = gradient_radius;
this._pad2 = _pad2;
this.gradient_scale = gradient_scale;
this.gradient_shift = gradient_shift;
this.texture_angle = texture_angle;
this.texture_scale = texture_scale;
this.texture_offset = texture_offset;
this.texture_opacity = texture_opacity;
this.texture_pixsize = texture_pixsize;
this.mode = mode;
this.gradient_type = gradient_type;
this.mix_stroke_factor = mix_stroke_factor;
this.alignment_mode = alignment_mode;
this.alignment_rotation = alignment_rotation;
}
}
}