Files
BlenderSharp/BlendFile/DNA/DynamicPaintBrushSettings.cs
2025-02-19 17:07:50 +01:00

134 lines
5.5 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(232, "DynamicPaintBrushSettings")]
public class DynamicPaintBrushSettings {
[DNAFieldAttribute(0, "DynamicPaintModifierData", "*pmd", "DynamicPaintModifierData", 4, true)]
public DynamicPaintModifierData ptr_pmd;
[DNAFieldAttribute(1, "ParticleSystem", "*psys", "ParticleSystem", 4, true)]
public ParticleSystem ptr_psys;
[DNAFieldAttribute(2, "int", "flags", "int", 4, false)]
public int flags;
[DNAFieldAttribute(3, "int", "collision", "int", 4, false)]
public int collision;
[DNAFieldAttribute(4, "float", "r", "float", 4, false)]
public float r;
[DNAFieldAttribute(5, "float", "g", "float", 4, false)]
public float g;
[DNAFieldAttribute(6, "float", "b", "float", 4, false)]
public float b;
[DNAFieldAttribute(7, "float", "alpha", "float", 4, false)]
public float alpha;
[DNAFieldAttribute(8, "float", "wetness", "float", 4, false)]
public float wetness;
[DNAFieldAttribute(9, "float", "particle_radius", "float", 4, false)]
public float particle_radius;
[DNAFieldAttribute(10, "float", "particle_smooth", "float", 4, false)]
public float particle_smooth;
[DNAFieldAttribute(11, "float", "paint_distance", "float", 4, false)]
public float paint_distance;
[DNAFieldAttribute(12, "ColorBand", "*paint_ramp", "ColorBand", 4, true)]
public ColorBand ptr_paint_ramp;
[DNAFieldAttribute(13, "ColorBand", "*vel_ramp", "ColorBand", 4, true)]
public ColorBand ptr_vel_ramp;
[DNAFieldAttribute(14, "short", "proximity_falloff", "short", 2, false)]
public short proximity_falloff;
[DNAFieldAttribute(15, "short", "wave_type", "short", 2, false)]
public short wave_type;
[DNAFieldAttribute(16, "short", "ray_dir", "short", 2, false)]
public short ray_dir;
[DNAFieldAttribute(17, "char", "_pad[2]", "System.Char[]", 2, false)]
public char[] _pad = new System.Char[2];
[DNAFieldAttribute(18, "float", "wave_factor", "float", 4, false)]
public float wave_factor;
[DNAFieldAttribute(19, "float", "wave_clamp", "float", 4, false)]
public float wave_clamp;
[DNAFieldAttribute(20, "float", "max_velocity", "float", 4, false)]
public float max_velocity;
[DNAFieldAttribute(21, "float", "smudge_strength", "float", 4, false)]
public float smudge_strength;
public DynamicPaintBrushSettings() {
this.ptr_pmd = default;
this.ptr_psys = default;
this.flags = default;
this.collision = default;
this.r = default;
this.g = default;
this.b = default;
this.alpha = default;
this.wetness = default;
this.particle_radius = default;
this.particle_smooth = default;
this.paint_distance = default;
this.ptr_paint_ramp = default;
this.ptr_vel_ramp = default;
this.proximity_falloff = default;
this.wave_type = default;
this.ray_dir = default;
this._pad = default;
this.wave_factor = default;
this.wave_clamp = default;
this.max_velocity = default;
this.smudge_strength = default;
}
public DynamicPaintBrushSettings(
DynamicPaintModifierData ptr_pmd,
ParticleSystem ptr_psys,
int flags,
int collision,
float r,
float g,
float b,
float alpha,
float wetness,
float particle_radius,
float particle_smooth,
float paint_distance,
ColorBand ptr_paint_ramp,
ColorBand ptr_vel_ramp,
short proximity_falloff,
short wave_type,
short ray_dir,
char[] _pad,
float wave_factor,
float wave_clamp,
float max_velocity,
float smudge_strength) {
this.ptr_pmd = ptr_pmd;
this.ptr_psys = ptr_psys;
this.flags = flags;
this.collision = collision;
this.r = r;
this.g = g;
this.b = b;
this.alpha = alpha;
this.wetness = wetness;
this.particle_radius = particle_radius;
this.particle_smooth = particle_smooth;
this.paint_distance = paint_distance;
this.ptr_paint_ramp = ptr_paint_ramp;
this.ptr_vel_ramp = ptr_vel_ramp;
this.proximity_falloff = proximity_falloff;
this.wave_type = wave_type;
this.ray_dir = ray_dir;
this._pad = _pad;
this.wave_factor = wave_factor;
this.wave_clamp = wave_clamp;
this.max_velocity = max_velocity;
this.smudge_strength = smudge_strength;
}
}
}