84 lines
3.8 KiB
C#
84 lines
3.8 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(799, "SceneRenderLayer", 192)]
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public class SceneRenderLayer {
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[DNAFieldAttribute(0, "SceneRenderLayer", "*next", "SceneRenderLayer", 8, true, 0)]
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public SceneRenderLayer ptr_next;
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[DNAFieldAttribute(1, "SceneRenderLayer", "*prev", "SceneRenderLayer", 8, true, 8)]
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public SceneRenderLayer ptr_prev;
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[DNAFieldAttribute(2, "char", "name[64]", "System.Char[]", 64, false, 16)]
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public char[] name = new System.Char[64];
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[DNAFieldAttribute(3, "Material", "*mat_override", "Material", 8, true, 80)]
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public Material ptr_mat_override;
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[DNAFieldAttribute(4, "World", "*world_override", "World", 8, true, 88)]
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public World ptr_world_override;
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[DNAFieldAttribute(5, "int", "lay", "int", 4, false, 96)]
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public int lay;
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[DNAFieldAttribute(6, "int", "lay_zmask", "int", 4, false, 100)]
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public int lay_zmask;
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[DNAFieldAttribute(7, "int", "lay_exclude", "int", 4, false, 104)]
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public int lay_exclude;
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[DNAFieldAttribute(8, "int", "layflag", "int", 4, false, 108)]
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public int layflag;
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[DNAFieldAttribute(9, "int", "passflag", "int", 4, false, 112)]
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public int passflag;
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[DNAFieldAttribute(10, "int", "pass_xor", "int", 4, false, 116)]
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public int pass_xor;
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[DNAFieldAttribute(11, "int", "samples", "int", 4, false, 120)]
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public int samples;
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[DNAFieldAttribute(12, "float", "pass_alpha_threshold", "float", 4, false, 124)]
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public float pass_alpha_threshold;
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[DNAFieldAttribute(13, "IDProperty", "*prop", "IDProperty", 8, true, 128)]
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public IDProperty ptr_prop;
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[DNAFieldAttribute(14, "FreestyleConfig", "freestyleConfig", "FreestyleConfig", 56, false, 136)]
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public FreestyleConfig freestyleConfig;
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public SceneRenderLayer() {
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this.ptr_next = default;
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this.ptr_prev = default;
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this.name = default;
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this.ptr_mat_override = default;
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this.ptr_world_override = default;
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this.lay = default;
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this.lay_zmask = default;
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this.lay_exclude = default;
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this.layflag = default;
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this.passflag = default;
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this.pass_xor = default;
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this.samples = default;
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this.pass_alpha_threshold = default;
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this.ptr_prop = default;
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this.freestyleConfig = default;
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}
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public SceneRenderLayer(SceneRenderLayer ptr_next, SceneRenderLayer ptr_prev, char[] name, Material ptr_mat_override, World ptr_world_override, int lay, int lay_zmask, int lay_exclude, int layflag, int passflag, int pass_xor, int samples, float pass_alpha_threshold, IDProperty ptr_prop, FreestyleConfig freestyleConfig) {
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this.ptr_next = ptr_next;
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this.ptr_prev = ptr_prev;
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this.name = name;
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this.ptr_mat_override = ptr_mat_override;
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this.ptr_world_override = ptr_world_override;
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this.lay = lay;
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this.lay_zmask = lay_zmask;
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this.lay_exclude = lay_exclude;
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this.layflag = layflag;
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this.passflag = passflag;
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this.pass_xor = pass_xor;
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this.samples = samples;
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this.pass_alpha_threshold = pass_alpha_threshold;
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this.ptr_prop = ptr_prop;
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this.freestyleConfig = freestyleConfig;
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}
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}
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}
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