Files
BlenderSharp/BlendFile/DNA/View3DShading.cs

118 lines
4.7 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 View3DShading {
public char type;
public char prev_type;
public char prev_type_wire;
public char color_type;
public short flag;
public char light;
public char background_type;
public char cavity_type;
public char wire_color_type;
public char use_compositor;
public char _pad;
public char[] studio_light = new System.Char[256];
public char[] lookdev_light = new System.Char[256];
public char[] matcap = new System.Char[256];
public float shadow_intensity;
public float[] single_color = new System.Single[3];
public float studiolight_rot_z;
public float studiolight_background;
public float studiolight_intensity;
public float studiolight_blur;
public float[] object_outline_color = new System.Single[3];
public float xray_alpha;
public float xray_alpha_wire;
public float cavity_valley_factor;
public float cavity_ridge_factor;
public float[] background_color = new System.Single[3];
public float curvature_ridge_factor;
public float curvature_valley_factor;
public int render_pass;
public char[] aov_name = new System.Char[64];
public IDProperty ptr_prop;
public object ptr__pad2;
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;
}
}
}