Files
BlenderSharp/BlendFile/DNA/PartDeflect.cs
2025-01-22 17:40:14 +01:00

171 lines
5.9 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 BlendFile.CompatTypes;
using System;
namespace BlendFile.DNA {
public class PartDeflect {
public int flag;
public short deflect;
public short forcefield;
public short falloff;
public short shape;
public short tex_mode;
public short kink;
public short kink_axis;
public short zdir;
public float f_strength;
public float f_damp;
public float f_flow;
public float f_wind_factor;
public char[] _pad0 = new System.Char[4];
public float f_size;
public float f_power;
public float maxdist;
public float mindist;
public float f_power_r;
public float maxrad;
public float minrad;
public float pdef_damp;
public float pdef_rdamp;
public float pdef_perm;
public float pdef_frict;
public float pdef_rfrict;
public float pdef_stickness;
public float absorption;
public float pdef_sbdamp;
public float pdef_sbift;
public float pdef_sboft;
public float clump_fac;
public float clump_pow;
public float kink_freq;
public float kink_shape;
public float kink_amp;
public float free_end;
public float tex_nabla;
public Tex ptr_tex;
public float f_noise;
public int seed;
public float[] drawvec1 = new System.Single[4];
public float[] drawvec2 = new System.Single[4];
public float[] drawvec_falloff_min = new System.Single[3];
public char[] _pad1 = new System.Char[4];
public float[] drawvec_falloff_max = new System.Single[3];
public char[] _pad2 = new System.Char[4];
public Object ptr_f_source;
public float pdef_cfrict;
public char[] _pad = new System.Char[4];
public PartDeflect(
int flag,
short deflect,
short forcefield,
short falloff,
short shape,
short tex_mode,
short kink,
short kink_axis,
short zdir,
float f_strength,
float f_damp,
float f_flow,
float f_wind_factor,
char[] _pad0,
float f_size,
float f_power,
float maxdist,
float mindist,
float f_power_r,
float maxrad,
float minrad,
float pdef_damp,
float pdef_rdamp,
float pdef_perm,
float pdef_frict,
float pdef_rfrict,
float pdef_stickness,
float absorption,
float pdef_sbdamp,
float pdef_sbift,
float pdef_sboft,
float clump_fac,
float clump_pow,
float kink_freq,
float kink_shape,
float kink_amp,
float free_end,
float tex_nabla,
Tex ptr_tex,
float f_noise,
int seed,
float[] drawvec1,
float[] drawvec2,
float[] drawvec_falloff_min,
char[] _pad1,
float[] drawvec_falloff_max,
char[] _pad2,
Object ptr_f_source,
float pdef_cfrict,
char[] _pad) {
this.flag = flag;
this.deflect = deflect;
this.forcefield = forcefield;
this.falloff = falloff;
this.shape = shape;
this.tex_mode = tex_mode;
this.kink = kink;
this.kink_axis = kink_axis;
this.zdir = zdir;
this.f_strength = f_strength;
this.f_damp = f_damp;
this.f_flow = f_flow;
this.f_wind_factor = f_wind_factor;
this._pad0 = _pad0;
this.f_size = f_size;
this.f_power = f_power;
this.maxdist = maxdist;
this.mindist = mindist;
this.f_power_r = f_power_r;
this.maxrad = maxrad;
this.minrad = minrad;
this.pdef_damp = pdef_damp;
this.pdef_rdamp = pdef_rdamp;
this.pdef_perm = pdef_perm;
this.pdef_frict = pdef_frict;
this.pdef_rfrict = pdef_rfrict;
this.pdef_stickness = pdef_stickness;
this.absorption = absorption;
this.pdef_sbdamp = pdef_sbdamp;
this.pdef_sbift = pdef_sbift;
this.pdef_sboft = pdef_sboft;
this.clump_fac = clump_fac;
this.clump_pow = clump_pow;
this.kink_freq = kink_freq;
this.kink_shape = kink_shape;
this.kink_amp = kink_amp;
this.free_end = free_end;
this.tex_nabla = tex_nabla;
this.ptr_tex = ptr_tex;
this.f_noise = f_noise;
this.seed = seed;
this.drawvec1 = drawvec1;
this.drawvec2 = drawvec2;
this.drawvec_falloff_min = drawvec_falloff_min;
this._pad1 = _pad1;
this.drawvec_falloff_max = drawvec_falloff_max;
this._pad2 = _pad2;
this.ptr_f_source = ptr_f_source;
this.pdef_cfrict = pdef_cfrict;
this._pad = _pad;
}
}
}