Files
BlenderSharp/BlendFile/DNA/bGPDlayer.cs
2025-01-22 17:40:14 +01:00

129 lines
4.8 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;
namespace BlendFile.DNA {
public class bGPDlayer {
public bGPDlayer ptr_next;
public bGPDlayer ptr_prev;
public ListBase frames;
public bGPDframe ptr_actframe;
public short flag;
public short onion_flag;
public float[] color = new System.Single[4];
public float[] fill = new System.Single[4];
public char[] info = new System.Char[128];
public short thickness;
public short pass_index;
public Object ptr_parent;
public float[,] inverse = new System.Single[4][4];
public char[] parsubstr = new System.Char[64];
public short partype;
public short line_change;
public float[] tintcolor = new System.Single[4];
public float opacity;
public char[] viewlayername = new System.Char[64];
public int blend_mode;
public float vertex_paint_opacity;
public short gstep;
public short gstep_next;
public float[] gcolor_prev = new System.Single[3];
public float[] gcolor_next = new System.Single[3];
public char[] _pad1 = new System.Char[4];
public ListBase mask_layers;
public int act_mask;
public char[] _pad2 = new System.Char[4];
public float[] location = new System.Single[3];
public float[] rotation = new System.Single[3];
public float[] scale = new System.Single[3];
public float[,] layer_mat = new System.Single[4][4];
public float[,] layer_invmat = new System.Single[4][4];
public char[] _pad3 = new System.Char[4];
public bGPDlayer_Runtime runtime;
public bGPDlayer(
bGPDlayer ptr_next,
bGPDlayer ptr_prev,
ListBase frames,
bGPDframe ptr_actframe,
short flag,
short onion_flag,
float[] color,
float[] fill,
char[] info,
short thickness,
short pass_index,
Object ptr_parent,
float[,] inverse,
char[] parsubstr,
short partype,
short line_change,
float[] tintcolor,
float opacity,
char[] viewlayername,
int blend_mode,
float vertex_paint_opacity,
short gstep,
short gstep_next,
float[] gcolor_prev,
float[] gcolor_next,
char[] _pad1,
ListBase mask_layers,
int act_mask,
char[] _pad2,
float[] location,
float[] rotation,
float[] scale,
float[,] layer_mat,
float[,] layer_invmat,
char[] _pad3,
bGPDlayer_Runtime runtime) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.frames = frames;
this.ptr_actframe = ptr_actframe;
this.flag = flag;
this.onion_flag = onion_flag;
this.color = color;
this.fill = fill;
this.info = info;
this.thickness = thickness;
this.pass_index = pass_index;
this.ptr_parent = ptr_parent;
this.inverse = inverse;
this.parsubstr = parsubstr;
this.partype = partype;
this.line_change = line_change;
this.tintcolor = tintcolor;
this.opacity = opacity;
this.viewlayername = viewlayername;
this.blend_mode = blend_mode;
this.vertex_paint_opacity = vertex_paint_opacity;
this.gstep = gstep;
this.gstep_next = gstep_next;
this.gcolor_prev = gcolor_prev;
this.gcolor_next = gcolor_next;
this._pad1 = _pad1;
this.mask_layers = mask_layers;
this.act_mask = act_mask;
this._pad2 = _pad2;
this.location = location;
this.rotation = rotation;
this.scale = scale;
this.layer_mat = layer_mat;
this.layer_invmat = layer_invmat;
this._pad3 = _pad3;
this.runtime = runtime;
}
}
}