87 lines
3.0 KiB
C#
87 lines
3.0 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 BlendFile.CompatTypes;
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using System;
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namespace BlendFile.DNA {
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public class DynamicPaintBrushSettings {
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public DynamicPaintModifierData ptr_pmd;
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public ParticleSystem ptr_psys;
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public int flags;
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public int collision;
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public float r;
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public float g;
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public float b;
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public float alpha;
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public float wetness;
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public float particle_radius;
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public float particle_smooth;
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public float paint_distance;
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public ColorBand ptr_paint_ramp;
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public ColorBand ptr_vel_ramp;
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public short proximity_falloff;
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public short wave_type;
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public short ray_dir;
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public char[] _pad = new System.Char[2];
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public float wave_factor;
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public float wave_clamp;
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public float max_velocity;
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public float smudge_strength;
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public DynamicPaintBrushSettings(
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DynamicPaintModifierData ptr_pmd,
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ParticleSystem ptr_psys,
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int flags,
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int collision,
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float r,
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float g,
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float b,
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float alpha,
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float wetness,
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float particle_radius,
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float particle_smooth,
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float paint_distance,
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ColorBand ptr_paint_ramp,
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ColorBand ptr_vel_ramp,
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short proximity_falloff,
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short wave_type,
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short ray_dir,
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char[] _pad,
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float wave_factor,
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float wave_clamp,
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float max_velocity,
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float smudge_strength) {
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this.ptr_pmd = ptr_pmd;
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this.ptr_psys = ptr_psys;
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this.flags = flags;
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this.collision = collision;
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this.r = r;
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this.g = g;
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this.b = b;
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this.alpha = alpha;
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this.wetness = wetness;
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this.particle_radius = particle_radius;
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this.particle_smooth = particle_smooth;
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this.paint_distance = paint_distance;
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this.ptr_paint_ramp = ptr_paint_ramp;
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this.ptr_vel_ramp = ptr_vel_ramp;
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this.proximity_falloff = proximity_falloff;
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this.wave_type = wave_type;
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this.ray_dir = ray_dir;
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this._pad = _pad;
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this.wave_factor = wave_factor;
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this.wave_clamp = wave_clamp;
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this.max_velocity = max_velocity;
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this.smudge_strength = smudge_strength;
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}
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}
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}
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