254 lines
11 KiB
C#
254 lines
11 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(129, "Material", 392)]
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public class Material {
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[DNAFieldAttribute(208, "ID", 0, "id", "ID", false, 0)]
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public ID id;
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[DNAFieldAttribute(8, "AnimData", 1, "*adt", "AnimData", true, 208)]
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public AnimData adt;
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[DNAFieldAttribute(2, "short", 2, "flag", "short", false, 216)]
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public short flag;
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[DNAFieldAttribute(1, "char", 3, "surface_render_method", "char", false, 218)]
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public char surface_render_method;
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[DNAArrayAttribute(1, "char", 4, "_pad1[1]", "System.Char[]", 1, 219)]
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public char[] _pad1 = new System.Char[1];
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[DNAFieldAttribute(4, "float", 5, "r", "float", false, 220)]
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public float r;
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[DNAFieldAttribute(4, "float", 6, "g", "float", false, 224)]
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public float g;
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[DNAFieldAttribute(4, "float", 7, "b", "float", false, 228)]
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public float b;
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[DNAFieldAttribute(4, "float", 8, "a", "float", false, 232)]
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public float a;
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[DNAFieldAttribute(4, "float", 9, "specr", "float", false, 236)]
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public float specr;
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[DNAFieldAttribute(4, "float", 10, "specg", "float", false, 240)]
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public float specg;
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[DNAFieldAttribute(4, "float", 11, "specb", "float", false, 244)]
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public float specb;
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[DNAFieldAttribute(4, "float", 12, "alpha", "float", false, 248)]
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public float alpha;
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[DNAFieldAttribute(4, "float", 13, "ray_mirror", "float", false, 252)]
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public float ray_mirror;
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[DNAFieldAttribute(4, "float", 14, "spec", "float", false, 256)]
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public float spec;
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[DNAFieldAttribute(4, "float", 15, "gloss_mir", "float", false, 260)]
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public float gloss_mir;
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[DNAFieldAttribute(4, "float", 16, "roughness", "float", false, 264)]
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public float roughness;
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[DNAFieldAttribute(4, "float", 17, "metallic", "float", false, 268)]
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public float metallic;
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[DNAFieldAttribute(1, "char", 18, "use_nodes", "char", false, 272)]
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public char use_nodes;
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[DNAFieldAttribute(1, "char", 19, "pr_type", "char", false, 273)]
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public char pr_type;
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[DNAFieldAttribute(2, "short", 20, "pr_texture", "short", false, 274)]
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public short pr_texture;
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[DNAFieldAttribute(2, "short", 21, "pr_flag", "short", false, 276)]
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public short pr_flag;
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[DNAFieldAttribute(2, "short", 22, "index", "short", false, 278)]
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public short index;
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[DNAFieldAttribute(8, "bNodeTree", 23, "*nodetree", "bNodeTree", true, 280)]
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public bNodeTree nodetree;
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[DNAFieldAttribute(8, "Ipo", 24, "*ipo", "Ipo", true, 288)]
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public Ipo ipo;
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[DNAFieldAttribute(8, "PreviewImage", 25, "*preview", "PreviewImage", true, 296)]
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public PreviewImage preview;
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[DNAArrayAttribute(16, "float", 26, "line_col[4]", "System.Single[]", 4, 304)]
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public float[] line_col = new System.Single[4];
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[DNAFieldAttribute(2, "short", 27, "line_priority", "short", false, 320)]
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public short line_priority;
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[DNAFieldAttribute(2, "short", 28, "vcol_alpha", "short", false, 322)]
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public short vcol_alpha;
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[DNAFieldAttribute(2, "short", 29, "paint_active_slot", "short", false, 324)]
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public short paint_active_slot;
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[DNAFieldAttribute(2, "short", 30, "paint_clone_slot", "short", false, 326)]
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public short paint_clone_slot;
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[DNAFieldAttribute(2, "short", 31, "tot_slots", "short", false, 328)]
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public short tot_slots;
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[DNAFieldAttribute(1, "char", 32, "displacement_method", "char", false, 330)]
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public char displacement_method;
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[DNAFieldAttribute(1, "char", 33, "thickness_mode", "char", false, 331)]
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public char thickness_mode;
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[DNAFieldAttribute(4, "float", 34, "alpha_threshold", "float", false, 332)]
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public float alpha_threshold;
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[DNAFieldAttribute(4, "float", 35, "refract_depth", "float", false, 336)]
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public float refract_depth;
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[DNAFieldAttribute(1, "char", 36, "blend_method", "char", false, 340)]
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public char blend_method;
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[DNAFieldAttribute(1, "char", 37, "blend_shadow", "char", false, 341)]
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public char blend_shadow;
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[DNAFieldAttribute(1, "char", 38, "blend_flag", "char", false, 342)]
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public char blend_flag;
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[DNAFieldAttribute(1, "char", 39, "volume_intersection_method", "char", false, 343)]
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public char volume_intersection_method;
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[DNAFieldAttribute(4, "float", 40, "inflate_bounds", "float", false, 344)]
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public float inflate_bounds;
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[DNAArrayAttribute(4, "char", 41, "_pad3[4]", "System.Char[]", 4, 348)]
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public char[] _pad3 = new System.Char[4];
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[DNAFieldAttribute(8, "TexPaintSlot", 42, "*texpaintslot", "TexPaintSlot", true, 352)]
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public TexPaintSlot texpaintslot;
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[DNAFieldAttribute(16, "ListBase", 43, "gpumaterial", "ListBase", false, 360)]
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public ListBase gpumaterial;
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[DNAFieldAttribute(8, "MaterialGPencilStyle", 44, "*gp_style", "MaterialGPencilStyle", true, 376)]
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public MaterialGPencilStyle gp_style;
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[DNAFieldAttribute(8, "MaterialLineArt", 45, "lineart", "MaterialLineArt", false, 384)]
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public MaterialLineArt lineart;
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public Material() {
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this.id = default;
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this.adt = default;
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this.flag = default;
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this.surface_render_method = default;
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this._pad1 = default;
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this.r = default;
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this.g = default;
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this.b = default;
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this.a = default;
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this.specr = default;
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this.specg = default;
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this.specb = default;
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this.alpha = default;
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this.ray_mirror = default;
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this.spec = default;
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this.gloss_mir = default;
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this.roughness = default;
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this.metallic = default;
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this.use_nodes = default;
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this.pr_type = default;
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this.pr_texture = default;
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this.pr_flag = default;
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this.index = default;
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this.nodetree = default;
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this.ipo = default;
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this.preview = default;
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this.line_col = default;
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this.line_priority = default;
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this.vcol_alpha = default;
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this.paint_active_slot = default;
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this.paint_clone_slot = default;
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this.tot_slots = default;
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this.displacement_method = default;
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this.thickness_mode = default;
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this.alpha_threshold = default;
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this.refract_depth = default;
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this.blend_method = default;
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this.blend_shadow = default;
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this.blend_flag = default;
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this.volume_intersection_method = default;
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this.inflate_bounds = default;
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this._pad3 = default;
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this.texpaintslot = default;
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this.gpumaterial = default;
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this.gp_style = default;
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this.lineart = default;
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}
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public Material(
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ID id,
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AnimData adt,
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short flag,
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char surface_render_method,
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char[] _pad1,
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float r,
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float g,
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float b,
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float a,
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float specr,
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float specg,
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float specb,
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float alpha,
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float ray_mirror,
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float spec,
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float gloss_mir,
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float roughness,
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float metallic,
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char use_nodes,
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char pr_type,
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short pr_texture,
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short pr_flag,
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short index,
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bNodeTree nodetree,
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Ipo ipo,
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PreviewImage preview,
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float[] line_col,
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short line_priority,
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short vcol_alpha,
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short paint_active_slot,
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short paint_clone_slot,
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short tot_slots,
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char displacement_method,
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char thickness_mode,
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float alpha_threshold,
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float refract_depth,
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char blend_method,
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char blend_shadow,
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char blend_flag,
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char volume_intersection_method,
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float inflate_bounds,
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char[] _pad3,
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TexPaintSlot texpaintslot,
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ListBase gpumaterial,
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MaterialGPencilStyle gp_style,
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MaterialLineArt lineart) {
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this.id = id;
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this.adt = adt;
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this.flag = flag;
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this.surface_render_method = surface_render_method;
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this._pad1 = _pad1;
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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this.specr = specr;
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this.specg = specg;
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this.specb = specb;
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this.alpha = alpha;
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this.ray_mirror = ray_mirror;
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this.spec = spec;
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this.gloss_mir = gloss_mir;
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this.roughness = roughness;
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this.metallic = metallic;
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this.use_nodes = use_nodes;
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this.pr_type = pr_type;
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this.pr_texture = pr_texture;
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this.pr_flag = pr_flag;
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this.index = index;
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this.nodetree = nodetree;
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this.ipo = ipo;
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this.preview = preview;
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this.line_col = line_col;
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this.line_priority = line_priority;
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this.vcol_alpha = vcol_alpha;
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this.paint_active_slot = paint_active_slot;
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this.paint_clone_slot = paint_clone_slot;
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this.tot_slots = tot_slots;
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this.displacement_method = displacement_method;
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this.thickness_mode = thickness_mode;
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this.alpha_threshold = alpha_threshold;
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this.refract_depth = refract_depth;
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this.blend_method = blend_method;
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this.blend_shadow = blend_shadow;
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this.blend_flag = blend_flag;
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this.volume_intersection_method = volume_intersection_method;
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this.inflate_bounds = inflate_bounds;
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this._pad3 = _pad3;
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this.texpaintslot = texpaintslot;
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this.gpumaterial = gpumaterial;
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this.gp_style = gp_style;
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this.lineart = lineart;
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}
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}
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}
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