184 lines
7.9 KiB
C#
184 lines
7.9 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 System;
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namespace BlendFile.DNA {
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using BlendFile;
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[DNAClassAttribute(833, "View3DShading")]
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public class View3DShading {
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[DNAFieldAttribute(0, "char", "type", 1)]
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public char type;
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[DNAFieldAttribute(1, "char", "prev_type", 1)]
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public char prev_type;
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[DNAFieldAttribute(2, "char", "prev_type_wire", 1)]
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public char prev_type_wire;
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[DNAFieldAttribute(3, "char", "color_type", 1)]
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public char color_type;
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[DNAFieldAttribute(4, "short", "flag", 2)]
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public short flag;
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[DNAFieldAttribute(5, "char", "light", 1)]
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public char light;
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[DNAFieldAttribute(6, "char", "background_type", 1)]
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public char background_type;
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[DNAFieldAttribute(7, "char", "cavity_type", 1)]
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public char cavity_type;
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[DNAFieldAttribute(8, "char", "wire_color_type", 1)]
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public char wire_color_type;
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[DNAFieldAttribute(9, "char", "use_compositor", 1)]
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public char use_compositor;
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[DNAFieldAttribute(10, "char", "_pad", 1)]
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public char _pad;
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[DNAFieldAttribute(11, "char", "studio_light[256]", 1)]
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public char[] studio_light = new System.Char[256];
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[DNAFieldAttribute(12, "char", "lookdev_light[256]", 1)]
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public char[] lookdev_light = new System.Char[256];
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[DNAFieldAttribute(13, "char", "matcap[256]", 1)]
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public char[] matcap = new System.Char[256];
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[DNAFieldAttribute(14, "float", "shadow_intensity", 4)]
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public float shadow_intensity;
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[DNAFieldAttribute(15, "float", "single_color[3]", 4)]
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public float[] single_color = new System.Single[3];
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[DNAFieldAttribute(16, "float", "studiolight_rot_z", 4)]
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public float studiolight_rot_z;
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[DNAFieldAttribute(17, "float", "studiolight_background", 4)]
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public float studiolight_background;
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[DNAFieldAttribute(18, "float", "studiolight_intensity", 4)]
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public float studiolight_intensity;
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[DNAFieldAttribute(19, "float", "studiolight_blur", 4)]
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public float studiolight_blur;
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[DNAFieldAttribute(20, "float", "object_outline_color[3]", 4)]
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public float[] object_outline_color = new System.Single[3];
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[DNAFieldAttribute(21, "float", "xray_alpha", 4)]
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public float xray_alpha;
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[DNAFieldAttribute(22, "float", "xray_alpha_wire", 4)]
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public float xray_alpha_wire;
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[DNAFieldAttribute(23, "float", "cavity_valley_factor", 4)]
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public float cavity_valley_factor;
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[DNAFieldAttribute(24, "float", "cavity_ridge_factor", 4)]
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public float cavity_ridge_factor;
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[DNAFieldAttribute(25, "float", "background_color[3]", 4)]
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public float[] background_color = new System.Single[3];
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[DNAFieldAttribute(26, "float", "curvature_ridge_factor", 4)]
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public float curvature_ridge_factor;
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[DNAFieldAttribute(27, "float", "curvature_valley_factor", 4)]
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public float curvature_valley_factor;
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[DNAFieldAttribute(28, "int", "render_pass", 4)]
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public int render_pass;
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[DNAFieldAttribute(29, "char", "aov_name[64]", 1)]
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public char[] aov_name = new System.Char[64];
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[DNAFieldAttribute(30, "IDProperty", "*prop", 136)]
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public IDProperty ptr_prop;
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[DNAFieldAttribute(31, "void", "*_pad2", 0)]
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public object ptr__pad2;
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public View3DShading() {
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this.type = default;
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this.prev_type = default;
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this.prev_type_wire = default;
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this.color_type = default;
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this.flag = default;
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this.light = default;
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this.background_type = default;
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this.cavity_type = default;
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this.wire_color_type = default;
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this.use_compositor = default;
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this._pad = default;
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this.studio_light = default;
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this.lookdev_light = default;
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this.matcap = default;
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this.shadow_intensity = default;
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this.single_color = default;
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this.studiolight_rot_z = default;
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this.studiolight_background = default;
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this.studiolight_intensity = default;
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this.studiolight_blur = default;
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this.object_outline_color = default;
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this.xray_alpha = default;
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this.xray_alpha_wire = default;
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this.cavity_valley_factor = default;
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this.cavity_ridge_factor = default;
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this.background_color = default;
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this.curvature_ridge_factor = default;
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this.curvature_valley_factor = default;
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this.render_pass = default;
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this.aov_name = default;
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this.ptr_prop = default;
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this.ptr__pad2 = default;
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}
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public View3DShading(
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char type,
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char prev_type,
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char prev_type_wire,
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char color_type,
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short flag,
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char light,
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char background_type,
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char cavity_type,
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char wire_color_type,
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char use_compositor,
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char _pad,
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char[] studio_light,
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char[] lookdev_light,
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char[] matcap,
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float shadow_intensity,
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float[] single_color,
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float studiolight_rot_z,
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float studiolight_background,
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float studiolight_intensity,
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float studiolight_blur,
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float[] object_outline_color,
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float xray_alpha,
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float xray_alpha_wire,
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float cavity_valley_factor,
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float cavity_ridge_factor,
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float[] background_color,
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float curvature_ridge_factor,
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float curvature_valley_factor,
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int render_pass,
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char[] aov_name,
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IDProperty ptr_prop,
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object ptr__pad2) {
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this.type = type;
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this.prev_type = prev_type;
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this.prev_type_wire = prev_type_wire;
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this.color_type = color_type;
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this.flag = flag;
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this.light = light;
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this.background_type = background_type;
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this.cavity_type = cavity_type;
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this.wire_color_type = wire_color_type;
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this.use_compositor = use_compositor;
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this._pad = _pad;
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this.studio_light = studio_light;
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this.lookdev_light = lookdev_light;
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this.matcap = matcap;
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this.shadow_intensity = shadow_intensity;
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this.single_color = single_color;
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this.studiolight_rot_z = studiolight_rot_z;
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this.studiolight_background = studiolight_background;
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this.studiolight_intensity = studiolight_intensity;
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this.studiolight_blur = studiolight_blur;
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this.object_outline_color = object_outline_color;
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this.xray_alpha = xray_alpha;
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this.xray_alpha_wire = xray_alpha_wire;
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this.cavity_valley_factor = cavity_valley_factor;
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this.cavity_ridge_factor = cavity_ridge_factor;
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this.background_color = background_color;
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this.curvature_ridge_factor = curvature_ridge_factor;
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this.curvature_valley_factor = curvature_valley_factor;
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this.render_pass = render_pass;
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this.aov_name = aov_name;
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this.ptr_prop = ptr_prop;
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this.ptr__pad2 = ptr__pad2;
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}
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}
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}
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