Files
BlenderSharp/BlendFile/DNA/bGPDlayer.cs
2025-03-11 19:12:04 +01:00

204 lines
9.0 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(268, "bGPDlayer", 680)]
public class bGPDlayer {
[DNAFieldAttribute(8, "bGPDlayer", 0, "*next", "bGPDlayer", true, 0)]
public bGPDlayer next;
[DNAFieldAttribute(8, "bGPDlayer", 1, "*prev", "bGPDlayer", true, 8)]
public bGPDlayer prev;
[DNAFieldAttribute(16, "ListBase", 2, "frames", "ListBase", false, 16)]
public ListBase frames;
[DNAFieldAttribute(8, "bGPDframe", 3, "*actframe", "bGPDframe", true, 32)]
public bGPDframe actframe;
[DNAFieldAttribute(2, "short", 4, "flag", "short", false, 40)]
public short flag;
[DNAFieldAttribute(2, "short", 5, "onion_flag", "short", false, 42)]
public short onion_flag;
[DNAArrayAttribute(16, "float", 6, "color[4]", "System.Single[]", 4, 44)]
public float[] color = new System.Single[4];
[DNAArrayAttribute(16, "float", 7, "fill[4]", "System.Single[]", 4, 60)]
public float[] fill = new System.Single[4];
[DNAArrayAttribute(128, "char", 8, "info[128]", "System.Char[]", 128, 76)]
public char[] info = new System.Char[128];
[DNAFieldAttribute(2, "short", 9, "thickness", "short", false, 204)]
public short thickness;
[DNAFieldAttribute(2, "short", 10, "pass_index", "short", false, 206)]
public short pass_index;
[DNAFieldAttribute(8, "Object", 11, "*parent", "Object", true, 208)]
public Object parent;
[DNAArrayAttribute(64, "float", 12, "inverse[4][4]", "System.Single[,]", 8, 216)]
public float[,] inverse = new System.Single[4,4];
[DNAArrayAttribute(64, "char", 13, "parsubstr[64]", "System.Char[]", 64, 280)]
public char[] parsubstr = new System.Char[64];
[DNAFieldAttribute(2, "short", 14, "partype", "short", false, 344)]
public short partype;
[DNAFieldAttribute(2, "short", 15, "line_change", "short", false, 346)]
public short line_change;
[DNAArrayAttribute(16, "float", 16, "tintcolor[4]", "System.Single[]", 4, 348)]
public float[] tintcolor = new System.Single[4];
[DNAFieldAttribute(4, "float", 17, "opacity", "float", false, 364)]
public float opacity;
[DNAArrayAttribute(64, "char", 18, "viewlayername[64]", "System.Char[]", 64, 368)]
public char[] viewlayername = new System.Char[64];
[DNAFieldAttribute(4, "int", 19, "blend_mode", "int", false, 432)]
public int blend_mode;
[DNAFieldAttribute(4, "float", 20, "vertex_paint_opacity", "float", false, 436)]
public float vertex_paint_opacity;
[DNAFieldAttribute(2, "short", 21, "gstep", "short", false, 440)]
public short gstep;
[DNAFieldAttribute(2, "short", 22, "gstep_next", "short", false, 442)]
public short gstep_next;
[DNAArrayAttribute(12, "float", 23, "gcolor_prev[3]", "System.Single[]", 3, 444)]
public float[] gcolor_prev = new System.Single[3];
[DNAArrayAttribute(12, "float", 24, "gcolor_next[3]", "System.Single[]", 3, 456)]
public float[] gcolor_next = new System.Single[3];
[DNAArrayAttribute(4, "char", 25, "_pad1[4]", "System.Char[]", 4, 468)]
public char[] _pad1 = new System.Char[4];
[DNAFieldAttribute(16, "ListBase", 26, "mask_layers", "ListBase", false, 472)]
public ListBase mask_layers;
[DNAFieldAttribute(4, "int", 27, "act_mask", "int", false, 488)]
public int act_mask;
[DNAArrayAttribute(4, "char", 28, "_pad2[4]", "System.Char[]", 4, 492)]
public char[] _pad2 = new System.Char[4];
[DNAArrayAttribute(12, "float", 29, "location[3]", "System.Single[]", 3, 496)]
public float[] location = new System.Single[3];
[DNAArrayAttribute(12, "float", 30, "rotation[3]", "System.Single[]", 3, 508)]
public float[] rotation = new System.Single[3];
[DNAArrayAttribute(12, "float", 31, "scale[3]", "System.Single[]", 3, 520)]
public float[] scale = new System.Single[3];
[DNAArrayAttribute(64, "float", 32, "layer_mat[4][4]", "System.Single[,]", 8, 532)]
public float[,] layer_mat = new System.Single[4,4];
[DNAArrayAttribute(64, "float", 33, "layer_invmat[4][4]", "System.Single[,]", 8, 596)]
public float[,] layer_invmat = new System.Single[4,4];
[DNAArrayAttribute(4, "char", 34, "_pad3[4]", "System.Char[]", 4, 660)]
public char[] _pad3 = new System.Char[4];
[DNAFieldAttribute(16, "bGPDlayer_Runtime", 35, "runtime", "bGPDlayer_Runtime", false, 664)]
public bGPDlayer_Runtime runtime;
public bGPDlayer() {
this.next = default;
this.prev = default;
this.frames = default;
this.actframe = default;
this.flag = default;
this.onion_flag = default;
this.color = default;
this.fill = default;
this.info = default;
this.thickness = default;
this.pass_index = default;
this.parent = default;
this.inverse = default;
this.parsubstr = default;
this.partype = default;
this.line_change = default;
this.tintcolor = default;
this.opacity = default;
this.viewlayername = default;
this.blend_mode = default;
this.vertex_paint_opacity = default;
this.gstep = default;
this.gstep_next = default;
this.gcolor_prev = default;
this.gcolor_next = default;
this._pad1 = default;
this.mask_layers = default;
this.act_mask = default;
this._pad2 = default;
this.location = default;
this.rotation = default;
this.scale = default;
this.layer_mat = default;
this.layer_invmat = default;
this._pad3 = default;
this.runtime = default;
}
public bGPDlayer(
bGPDlayer next,
bGPDlayer prev,
ListBase frames,
bGPDframe actframe,
short flag,
short onion_flag,
float[] color,
float[] fill,
char[] info,
short thickness,
short pass_index,
Object 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.next = next;
this.prev = prev;
this.frames = frames;
this.actframe = 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.parent = 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;
}
}
}