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

64 lines
2.5 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(259, "bGPDcurve_point")]
public struct bGPDcurve_point {
[DNAFieldAttribute(0, "BezTriple", "bezt", "BezTriple", 72, false)]
public BezTriple bezt;
[DNAFieldAttribute(1, "float", "pressure", "float", 4, false)]
public float pressure;
[DNAFieldAttribute(2, "float", "strength", "float", 4, false)]
public float strength;
[DNAFieldAttribute(3, "int", "point_index", "int", 4, false)]
public int point_index;
[DNAFieldAttribute(4, "int", "flag", "int", 4, false)]
public int flag;
[DNAFieldAttribute(5, "float", "uv_fac", "float", 4, false)]
public float uv_fac;
[DNAFieldAttribute(6, "float", "uv_rot", "float", 4, false)]
public float uv_rot;
[DNAFieldAttribute(7, "float", "uv_fill[2]", "System.Single[]", 8, false)]
public float[] uv_fill = new System.Single[2];
[DNAFieldAttribute(8, "float", "vert_color[4]", "System.Single[]", 16, false)]
public float[] vert_color = new System.Single[4];
[DNAFieldAttribute(9, "char", "_pad[4]", "System.Char[]", 4, false)]
public char[] _pad = new System.Char[4];
public bGPDcurve_point() {
this.bezt = default;
this.pressure = default;
this.strength = default;
this.point_index = default;
this.flag = default;
this.uv_fac = default;
this.uv_rot = default;
this.uv_fill = default;
this.vert_color = default;
this._pad = default;
}
public bGPDcurve_point(BezTriple bezt, float pressure, float strength, int point_index, int flag, float uv_fac, float uv_rot, float[] uv_fill, float[] vert_color, char[] _pad) {
this.bezt = bezt;
this.pressure = pressure;
this.strength = strength;
this.point_index = point_index;
this.flag = flag;
this.uv_fac = uv_fac;
this.uv_rot = uv_rot;
this.uv_fill = uv_fill;
this.vert_color = vert_color;
this._pad = _pad;
}
}
}