Files
BlenderSharp/BlendFile/DNA/DynamicPaintBrushSettings.cs

88 lines
3.0 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 BlendFile.CompatTypes;
using System;
// Automatically generated by BlenderSharp at 01/22/2025 16:57:57
namespace BlendFile.DNA {
public class DynamicPaintBrushSettings {
public DynamicPaintModifierData ptr_pmd;
public ParticleSystem ptr_psys;
public int flags;
public int collision;
public float r;
public float g;
public float b;
public float alpha;
public float wetness;
public float particle_radius;
public float particle_smooth;
public float paint_distance;
public ColorBand ptr_paint_ramp;
public ColorBand ptr_vel_ramp;
public short proximity_falloff;
public short wave_type;
public short ray_dir;
public char[] _pad = new System.Char[2];
public float wave_factor;
public float wave_clamp;
public float max_velocity;
public float smudge_strength;
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;
}
}
}