299 lines
14 KiB
C#
299 lines
14 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(127, "BrushGpencilSettings")]
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public class BrushGpencilSettings {
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[DNAFieldAttribute(0, "float", "draw_smoothfac", "float", 4, false)]
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public float draw_smoothfac;
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[DNAFieldAttribute(1, "float", "fill_factor", "float", 4, false)]
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public float fill_factor;
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[DNAFieldAttribute(2, "float", "draw_strength", "float", 4, false)]
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public float draw_strength;
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[DNAFieldAttribute(3, "float", "draw_jitter", "float", 4, false)]
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public float draw_jitter;
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[DNAFieldAttribute(4, "float", "draw_angle", "float", 4, false)]
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public float draw_angle;
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[DNAFieldAttribute(5, "float", "draw_angle_factor", "float", 4, false)]
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public float draw_angle_factor;
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[DNAFieldAttribute(6, "float", "draw_random_press", "float", 4, false)]
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public float draw_random_press;
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[DNAFieldAttribute(7, "float", "draw_random_strength", "float", 4, false)]
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public float draw_random_strength;
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[DNAFieldAttribute(8, "short", "draw_smoothlvl", "short", 2, false)]
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public short draw_smoothlvl;
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[DNAFieldAttribute(9, "short", "draw_subdivide", "short", 2, false)]
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public short draw_subdivide;
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[DNAFieldAttribute(10, "short", "fill_layer_mode", "short", 2, false)]
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public short fill_layer_mode;
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[DNAFieldAttribute(11, "short", "fill_direction", "short", 2, false)]
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public short fill_direction;
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[DNAFieldAttribute(12, "float", "fill_threshold", "float", 4, false)]
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public float fill_threshold;
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[DNAFieldAttribute(13, "char", "_pad2[2]", "System.Char[]", 2, false)]
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public char[] _pad2 = new System.Char[2];
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[DNAFieldAttribute(14, "int8_t", "caps_type", "int8_t", 1, false)]
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public sbyte caps_type;
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[DNAFieldAttribute(15, "char", "_pad[1]", "System.Char[]", 1, false)]
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public char[] _pad = new System.Char[1];
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[DNAFieldAttribute(16, "int", "flag2", "int", 4, false)]
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public int flag2;
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[DNAFieldAttribute(17, "int", "fill_simplylvl", "int", 4, false)]
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public int fill_simplylvl;
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[DNAFieldAttribute(18, "int", "fill_draw_mode", "int", 4, false)]
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public int fill_draw_mode;
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[DNAFieldAttribute(19, "int", "fill_extend_mode", "int", 4, false)]
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public int fill_extend_mode;
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[DNAFieldAttribute(20, "int", "input_samples", "int", 4, false)]
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public int input_samples;
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[DNAFieldAttribute(21, "float", "uv_random", "float", 4, false)]
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public float uv_random;
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[DNAFieldAttribute(22, "int", "brush_type", "int", 4, false)]
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public int brush_type;
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[DNAFieldAttribute(23, "int", "eraser_mode", "int", 4, false)]
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public int eraser_mode;
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[DNAFieldAttribute(24, "float", "active_smooth", "float", 4, false)]
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public float active_smooth;
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[DNAFieldAttribute(25, "float", "era_strength_f", "float", 4, false)]
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public float era_strength_f;
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[DNAFieldAttribute(26, "float", "era_thickness_f", "float", 4, false)]
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public float era_thickness_f;
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[DNAFieldAttribute(27, "int", "flag", "int", 4, false)]
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public int flag;
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[DNAFieldAttribute(28, "float", "gradient_f", "float", 4, false)]
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public float gradient_f;
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[DNAFieldAttribute(29, "float", "gradient_s[2]", "System.Single[]", 8, false)]
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public float[] gradient_s = new System.Single[2];
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[DNAFieldAttribute(30, "float", "simplify_f", "float", 4, false)]
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public float simplify_f;
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[DNAFieldAttribute(31, "float", "vertex_factor", "float", 4, false)]
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public float vertex_factor;
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[DNAFieldAttribute(32, "int", "vertex_mode", "int", 4, false)]
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public int vertex_mode;
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[DNAFieldAttribute(33, "int", "sculpt_flag", "int", 4, false)]
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public int sculpt_flag;
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[DNAFieldAttribute(34, "int", "sculpt_mode_flag", "int", 4, false)]
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public int sculpt_mode_flag;
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[DNAFieldAttribute(35, "short", "preset_type", "short", 2, false)]
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public short preset_type;
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[DNAFieldAttribute(36, "short", "brush_draw_mode", "short", 2, false)]
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public short brush_draw_mode;
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[DNAFieldAttribute(37, "float", "random_hue", "float", 4, false)]
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public float random_hue;
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[DNAFieldAttribute(38, "float", "random_saturation", "float", 4, false)]
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public float random_saturation;
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[DNAFieldAttribute(39, "float", "random_value", "float", 4, false)]
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public float random_value;
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[DNAFieldAttribute(40, "float", "fill_extend_fac", "float", 4, false)]
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public float fill_extend_fac;
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[DNAFieldAttribute(41, "int", "dilate_pixels", "int", 4, false)]
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public int dilate_pixels;
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[DNAFieldAttribute(42, "CurveMapping", "*curve_sensitivity", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_sensitivity;
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[DNAFieldAttribute(43, "CurveMapping", "*curve_strength", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_strength;
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[DNAFieldAttribute(44, "CurveMapping", "*curve_jitter", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_jitter;
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[DNAFieldAttribute(45, "CurveMapping", "*curve_rand_pressure", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_rand_pressure;
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[DNAFieldAttribute(46, "CurveMapping", "*curve_rand_strength", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_rand_strength;
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[DNAFieldAttribute(47, "CurveMapping", "*curve_rand_uv", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_rand_uv;
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[DNAFieldAttribute(48, "CurveMapping", "*curve_rand_hue", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_rand_hue;
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[DNAFieldAttribute(49, "CurveMapping", "*curve_rand_saturation", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_rand_saturation;
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[DNAFieldAttribute(50, "CurveMapping", "*curve_rand_value", "CurveMapping", 4, true)]
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public CurveMapping ptr_curve_rand_value;
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[DNAFieldAttribute(51, "float", "outline_fac", "float", 4, false)]
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public float outline_fac;
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[DNAFieldAttribute(52, "float", "simplify_px", "float", 4, false)]
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public float simplify_px;
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[DNAFieldAttribute(53, "Material", "*material", "Material", 4, true)]
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public Material ptr_material;
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[DNAFieldAttribute(54, "Material", "*material_alt", "Material", 4, true)]
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public Material ptr_material_alt;
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public BrushGpencilSettings() {
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this.draw_smoothfac = default;
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this.fill_factor = default;
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this.draw_strength = default;
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this.draw_jitter = default;
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this.draw_angle = default;
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this.draw_angle_factor = default;
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this.draw_random_press = default;
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this.draw_random_strength = default;
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this.draw_smoothlvl = default;
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this.draw_subdivide = default;
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this.fill_layer_mode = default;
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this.fill_direction = default;
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this.fill_threshold = default;
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this._pad2 = default;
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this.caps_type = default;
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this._pad = default;
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this.flag2 = default;
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this.fill_simplylvl = default;
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this.fill_draw_mode = default;
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this.fill_extend_mode = default;
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this.input_samples = default;
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this.uv_random = default;
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this.brush_type = default;
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this.eraser_mode = default;
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this.active_smooth = default;
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this.era_strength_f = default;
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this.era_thickness_f = default;
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this.flag = default;
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this.gradient_f = default;
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this.gradient_s = default;
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this.simplify_f = default;
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this.vertex_factor = default;
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this.vertex_mode = default;
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this.sculpt_flag = default;
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this.sculpt_mode_flag = default;
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this.preset_type = default;
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this.brush_draw_mode = default;
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this.random_hue = default;
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this.random_saturation = default;
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this.random_value = default;
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this.fill_extend_fac = default;
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this.dilate_pixels = default;
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this.ptr_curve_sensitivity = default;
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this.ptr_curve_strength = default;
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this.ptr_curve_jitter = default;
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this.ptr_curve_rand_pressure = default;
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this.ptr_curve_rand_strength = default;
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this.ptr_curve_rand_uv = default;
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this.ptr_curve_rand_hue = default;
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this.ptr_curve_rand_saturation = default;
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this.ptr_curve_rand_value = default;
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this.outline_fac = default;
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this.simplify_px = default;
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this.ptr_material = default;
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this.ptr_material_alt = default;
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}
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public BrushGpencilSettings(
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float draw_smoothfac,
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float fill_factor,
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float draw_strength,
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float draw_jitter,
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float draw_angle,
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float draw_angle_factor,
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float draw_random_press,
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float draw_random_strength,
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short draw_smoothlvl,
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short draw_subdivide,
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short fill_layer_mode,
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short fill_direction,
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float fill_threshold,
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char[] _pad2,
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sbyte caps_type,
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char[] _pad,
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int flag2,
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int fill_simplylvl,
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int fill_draw_mode,
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int fill_extend_mode,
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int input_samples,
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float uv_random,
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int brush_type,
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int eraser_mode,
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float active_smooth,
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float era_strength_f,
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float era_thickness_f,
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int flag,
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float gradient_f,
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float[] gradient_s,
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float simplify_f,
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float vertex_factor,
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int vertex_mode,
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int sculpt_flag,
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int sculpt_mode_flag,
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short preset_type,
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short brush_draw_mode,
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float random_hue,
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float random_saturation,
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float random_value,
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float fill_extend_fac,
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int dilate_pixels,
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CurveMapping ptr_curve_sensitivity,
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CurveMapping ptr_curve_strength,
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CurveMapping ptr_curve_jitter,
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CurveMapping ptr_curve_rand_pressure,
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CurveMapping ptr_curve_rand_strength,
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CurveMapping ptr_curve_rand_uv,
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CurveMapping ptr_curve_rand_hue,
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CurveMapping ptr_curve_rand_saturation,
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CurveMapping ptr_curve_rand_value,
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float outline_fac,
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float simplify_px,
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Material ptr_material,
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Material ptr_material_alt) {
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this.draw_smoothfac = draw_smoothfac;
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this.fill_factor = fill_factor;
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this.draw_strength = draw_strength;
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this.draw_jitter = draw_jitter;
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this.draw_angle = draw_angle;
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this.draw_angle_factor = draw_angle_factor;
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this.draw_random_press = draw_random_press;
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this.draw_random_strength = draw_random_strength;
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this.draw_smoothlvl = draw_smoothlvl;
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this.draw_subdivide = draw_subdivide;
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this.fill_layer_mode = fill_layer_mode;
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this.fill_direction = fill_direction;
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this.fill_threshold = fill_threshold;
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this._pad2 = _pad2;
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this.caps_type = caps_type;
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this._pad = _pad;
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this.flag2 = flag2;
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this.fill_simplylvl = fill_simplylvl;
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this.fill_draw_mode = fill_draw_mode;
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this.fill_extend_mode = fill_extend_mode;
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this.input_samples = input_samples;
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this.uv_random = uv_random;
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this.brush_type = brush_type;
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this.eraser_mode = eraser_mode;
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this.active_smooth = active_smooth;
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this.era_strength_f = era_strength_f;
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this.era_thickness_f = era_thickness_f;
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this.flag = flag;
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this.gradient_f = gradient_f;
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this.gradient_s = gradient_s;
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this.simplify_f = simplify_f;
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this.vertex_factor = vertex_factor;
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this.vertex_mode = vertex_mode;
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this.sculpt_flag = sculpt_flag;
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this.sculpt_mode_flag = sculpt_mode_flag;
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this.preset_type = preset_type;
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this.brush_draw_mode = brush_draw_mode;
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this.random_hue = random_hue;
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this.random_saturation = random_saturation;
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this.random_value = random_value;
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this.fill_extend_fac = fill_extend_fac;
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this.dilate_pixels = dilate_pixels;
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this.ptr_curve_sensitivity = ptr_curve_sensitivity;
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this.ptr_curve_strength = ptr_curve_strength;
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this.ptr_curve_jitter = ptr_curve_jitter;
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this.ptr_curve_rand_pressure = ptr_curve_rand_pressure;
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this.ptr_curve_rand_strength = ptr_curve_rand_strength;
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this.ptr_curve_rand_uv = ptr_curve_rand_uv;
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this.ptr_curve_rand_hue = ptr_curve_rand_hue;
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this.ptr_curve_rand_saturation = ptr_curve_rand_saturation;
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this.ptr_curve_rand_value = ptr_curve_rand_value;
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this.outline_fac = outline_fac;
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this.simplify_px = simplify_px;
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this.ptr_material = ptr_material;
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this.ptr_material_alt = ptr_material_alt;
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}
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}
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}
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