Files
BlenderSharp/BlendFile/DNA/MaskLayer.cs

80 lines
3.4 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(412, "MaskLayer", 144)]
public class MaskLayer {
[DNAFieldAttribute(0, "MaskLayer", "*next", "MaskLayer", 8, true, 0)]
public MaskLayer ptr_next;
[DNAFieldAttribute(1, "MaskLayer", "*prev", "MaskLayer", 8, true, 8)]
public MaskLayer ptr_prev;
[DNAFieldAttribute(2, "char", "name[64]", "System.Char[]", 64, false, 16)]
public char[] name = new System.Char[64];
[DNAFieldAttribute(3, "ListBase", "splines", "ListBase", 16, false, 80)]
public ListBase splines;
[DNAFieldAttribute(4, "ListBase", "splines_shapes", "ListBase", 16, false, 96)]
public ListBase splines_shapes;
[DNAFieldAttribute(5, "MaskSpline", "*act_spline", "MaskSpline", 8, true, 112)]
public MaskSpline ptr_act_spline;
[DNAFieldAttribute(6, "MaskSplinePoint", "*act_point", "MaskSplinePoint", 8, true, 120)]
public MaskSplinePoint ptr_act_point;
[DNAFieldAttribute(7, "float", "alpha", "float", 4, false, 128)]
public float alpha;
[DNAFieldAttribute(8, "char", "blend", "char", 1, false, 132)]
public char blend;
[DNAFieldAttribute(9, "char", "blend_flag", "char", 1, false, 133)]
public char blend_flag;
[DNAFieldAttribute(10, "char", "falloff", "char", 1, false, 134)]
public char falloff;
[DNAFieldAttribute(11, "char", "_pad[7]", "System.Char[]", 7, false, 135)]
public char[] _pad = new System.Char[7];
[DNAFieldAttribute(12, "char", "flag", "char", 1, false, 142)]
public char flag;
[DNAFieldAttribute(13, "char", "restrictflag", "char", 1, false, 143)]
public char restrictflag;
public MaskLayer() {
this.ptr_next = default;
this.ptr_prev = default;
this.name = default;
this.splines = default;
this.splines_shapes = default;
this.ptr_act_spline = default;
this.ptr_act_point = default;
this.alpha = default;
this.blend = default;
this.blend_flag = default;
this.falloff = default;
this._pad = default;
this.flag = default;
this.restrictflag = default;
}
public MaskLayer(MaskLayer ptr_next, MaskLayer ptr_prev, char[] name, ListBase splines, ListBase splines_shapes, MaskSpline ptr_act_spline, MaskSplinePoint ptr_act_point, float alpha, char blend, char blend_flag, char falloff, char[] _pad, char flag, char restrictflag) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.name = name;
this.splines = splines;
this.splines_shapes = splines_shapes;
this.ptr_act_spline = ptr_act_spline;
this.ptr_act_point = ptr_act_point;
this.alpha = alpha;
this.blend = blend;
this.blend_flag = blend_flag;
this.falloff = falloff;
this._pad = _pad;
this.flag = flag;
this.restrictflag = restrictflag;
}
}
}