129 lines
4.8 KiB
C#
129 lines
4.8 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 bGPDlayer {
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public bGPDlayer ptr_next;
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public bGPDlayer ptr_prev;
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public ListBase frames;
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public bGPDframe ptr_actframe;
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public short flag;
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public short onion_flag;
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public float[] color = new System.Single[4];
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public float[] fill = new System.Single[4];
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public char[] info = new System.Char[128];
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public short thickness;
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public short pass_index;
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public Object ptr_parent;
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public float[,] inverse = new System.Single[4][4];
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public char[] parsubstr = new System.Char[64];
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public short partype;
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public short line_change;
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public float[] tintcolor = new System.Single[4];
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public float opacity;
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public char[] viewlayername = new System.Char[64];
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public int blend_mode;
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public float vertex_paint_opacity;
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public short gstep;
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public short gstep_next;
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public float[] gcolor_prev = new System.Single[3];
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public float[] gcolor_next = new System.Single[3];
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public char[] _pad1 = new System.Char[4];
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public ListBase mask_layers;
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public int act_mask;
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public char[] _pad2 = new System.Char[4];
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public float[] location = new System.Single[3];
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public float[] rotation = new System.Single[3];
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public float[] scale = new System.Single[3];
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public float[,] layer_mat = new System.Single[4][4];
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public float[,] layer_invmat = new System.Single[4][4];
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public char[] _pad3 = new System.Char[4];
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public bGPDlayer_Runtime runtime;
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public bGPDlayer(
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bGPDlayer ptr_next,
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bGPDlayer ptr_prev,
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ListBase frames,
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bGPDframe ptr_actframe,
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short flag,
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short onion_flag,
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float[] color,
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float[] fill,
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char[] info,
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short thickness,
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short pass_index,
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Object ptr_parent,
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float[,] inverse,
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char[] parsubstr,
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short partype,
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short line_change,
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float[] tintcolor,
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float opacity,
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char[] viewlayername,
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int blend_mode,
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float vertex_paint_opacity,
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short gstep,
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short gstep_next,
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float[] gcolor_prev,
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float[] gcolor_next,
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char[] _pad1,
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ListBase mask_layers,
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int act_mask,
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char[] _pad2,
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float[] location,
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float[] rotation,
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float[] scale,
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float[,] layer_mat,
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float[,] layer_invmat,
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char[] _pad3,
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bGPDlayer_Runtime runtime) {
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this.ptr_next = ptr_next;
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this.ptr_prev = ptr_prev;
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this.frames = frames;
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this.ptr_actframe = ptr_actframe;
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this.flag = flag;
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this.onion_flag = onion_flag;
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this.color = color;
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this.fill = fill;
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this.info = info;
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this.thickness = thickness;
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this.pass_index = pass_index;
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this.ptr_parent = ptr_parent;
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this.inverse = inverse;
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this.parsubstr = parsubstr;
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this.partype = partype;
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this.line_change = line_change;
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this.tintcolor = tintcolor;
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this.opacity = opacity;
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this.viewlayername = viewlayername;
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this.blend_mode = blend_mode;
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this.vertex_paint_opacity = vertex_paint_opacity;
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this.gstep = gstep;
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this.gstep_next = gstep_next;
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this.gcolor_prev = gcolor_prev;
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this.gcolor_next = gcolor_next;
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this._pad1 = _pad1;
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this.mask_layers = mask_layers;
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this.act_mask = act_mask;
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this._pad2 = _pad2;
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this.location = location;
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this.rotation = rotation;
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this.scale = scale;
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this.layer_mat = layer_mat;
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this.layer_invmat = layer_invmat;
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this._pad3 = _pad3;
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this.runtime = runtime;
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}
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}
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}
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