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