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

138 lines
4.8 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 World {
public ID id;
public AnimData ptr_adt;
public DrawDataList drawdata;
public char[] _pad0 = new System.Char[4];
public short texact;
public short mistype;
public float horr;
public float horg;
public float horb;
public float exposure;
public float exp;
public float range;
public short mode;
public char[] _pad2 = new System.Char[6];
public float misi;
public float miststa;
public float mistdist;
public float misthi;
public float aodist;
public float aoenergy;
public short flag;
public char[] _pad3 = new System.Char[2];
public int probe_resolution;
public float sun_threshold;
public float sun_angle;
public float sun_shadow_maximum_resolution;
public float sun_shadow_jitter_overblur;
public float sun_shadow_filter_radius;
public char[] _pad4 = new System.Char[4];
public Ipo ptr_ipo;
public short pr_texture;
public short use_nodes;
public char[] _pad = new System.Char[4];
public PreviewImage ptr_preview;
public bNodeTree ptr_nodetree;
public LightgroupMembership ptr_lightgroup;
public object ptr__pad1;
public ListBase gpumaterial;
public uint64_t last_update;
public World(
ID id,
AnimData ptr_adt,
DrawDataList drawdata,
char[] _pad0,
short texact,
short mistype,
float horr,
float horg,
float horb,
float exposure,
float exp,
float range,
short mode,
char[] _pad2,
float misi,
float miststa,
float mistdist,
float misthi,
float aodist,
float aoenergy,
short flag,
char[] _pad3,
int probe_resolution,
float sun_threshold,
float sun_angle,
float sun_shadow_maximum_resolution,
float sun_shadow_jitter_overblur,
float sun_shadow_filter_radius,
char[] _pad4,
Ipo ptr_ipo,
short pr_texture,
short use_nodes,
char[] _pad,
PreviewImage ptr_preview,
bNodeTree ptr_nodetree,
LightgroupMembership ptr_lightgroup,
object ptr__pad1,
ListBase gpumaterial,
uint64_t last_update) {
this.id = id;
this.ptr_adt = ptr_adt;
this.drawdata = drawdata;
this._pad0 = _pad0;
this.texact = texact;
this.mistype = mistype;
this.horr = horr;
this.horg = horg;
this.horb = horb;
this.exposure = exposure;
this.exp = exp;
this.range = range;
this.mode = mode;
this._pad2 = _pad2;
this.misi = misi;
this.miststa = miststa;
this.mistdist = mistdist;
this.misthi = misthi;
this.aodist = aodist;
this.aoenergy = aoenergy;
this.flag = flag;
this._pad3 = _pad3;
this.probe_resolution = probe_resolution;
this.sun_threshold = sun_threshold;
this.sun_angle = sun_angle;
this.sun_shadow_maximum_resolution = sun_shadow_maximum_resolution;
this.sun_shadow_jitter_overblur = sun_shadow_jitter_overblur;
this.sun_shadow_filter_radius = sun_shadow_filter_radius;
this._pad4 = _pad4;
this.ptr_ipo = ptr_ipo;
this.pr_texture = pr_texture;
this.use_nodes = use_nodes;
this._pad = _pad;
this.ptr_preview = ptr_preview;
this.ptr_nodetree = ptr_nodetree;
this.ptr_lightgroup = ptr_lightgroup;
this.ptr__pad1 = ptr__pad1;
this.gpumaterial = gpumaterial;
this.last_update = last_update;
}
}
}