Files
BlenderSharp/BlendFile/DNA/View3DShading.cs

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