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

179 lines
7.6 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(246, "FluidFlowSettings", 216)]
public class FluidFlowSettings {
[DNAFieldAttribute(8, "FluidModifierData", 0, "*fmd", "FluidModifierData", true, 0)]
public FluidModifierData fmd;
[DNAFieldAttribute(8, "Mesh", 1, "*mesh", "Mesh", true, 8)]
public Mesh mesh;
[DNAFieldAttribute(8, "ParticleSystem", 2, "*psys", "ParticleSystem", true, 16)]
public ParticleSystem psys;
[DNAFieldAttribute(8, "Tex", 3, "*noise_texture", "Tex", true, 24)]
public Tex noise_texture;
[DNAFieldAttribute(8, "float", 4, "*verts_old", "float", true, 32)]
public float verts_old;
[DNAFieldAttribute(4, "int", 5, "numverts", "int", false, 40)]
public int numverts;
[DNAFieldAttribute(4, "float", 6, "vel_multi", "float", false, 44)]
public float vel_multi;
[DNAFieldAttribute(4, "float", 7, "vel_normal", "float", false, 48)]
public float vel_normal;
[DNAFieldAttribute(4, "float", 8, "vel_random", "float", false, 52)]
public float vel_random;
[DNAArrayAttribute(12, "float", 9, "vel_coord[3]", "System.Single[]", 3, 56)]
public float[] vel_coord = new System.Single[3];
[DNAArrayAttribute(4, "char", 10, "_pad1[4]", "System.Char[]", 4, 68)]
public char[] _pad1 = new System.Char[4];
[DNAFieldAttribute(4, "float", 11, "density", "float", false, 72)]
public float density;
[DNAArrayAttribute(12, "float", 12, "color[3]", "System.Single[]", 3, 76)]
public float[] color = new System.Single[3];
[DNAFieldAttribute(4, "float", 13, "fuel_amount", "float", false, 88)]
public float fuel_amount;
[DNAFieldAttribute(4, "float", 14, "temperature", "float", false, 92)]
public float temperature;
[DNAFieldAttribute(4, "float", 15, "volume_density", "float", false, 96)]
public float volume_density;
[DNAFieldAttribute(4, "float", 16, "surface_distance", "float", false, 100)]
public float surface_distance;
[DNAFieldAttribute(4, "float", 17, "particle_size", "float", false, 104)]
public float particle_size;
[DNAFieldAttribute(4, "int", 18, "subframes", "int", false, 108)]
public int subframes;
[DNAFieldAttribute(4, "float", 19, "texture_size", "float", false, 112)]
public float texture_size;
[DNAFieldAttribute(4, "float", 20, "texture_offset", "float", false, 116)]
public float texture_offset;
[DNAArrayAttribute(4, "char", 21, "_pad2[4]", "System.Char[]", 4, 120)]
public char[] _pad2 = new System.Char[4];
[DNAArrayAttribute(68, "char", 22, "uvlayer_name[68]", "System.Char[]", 68, 124)]
public char[] uvlayer_name = new System.Char[68];
[DNAArrayAttribute(4, "char", 23, "_pad3[4]", "System.Char[]", 4, 192)]
public char[] _pad3 = new System.Char[4];
[DNAFieldAttribute(2, "short", 24, "vgroup_density", "short", false, 196)]
public short vgroup_density;
[DNAFieldAttribute(2, "short", 25, "type", "short", false, 198)]
public short type;
[DNAFieldAttribute(2, "short", 26, "behavior", "short", false, 200)]
public short behavior;
[DNAFieldAttribute(2, "short", 27, "source", "short", false, 202)]
public short source;
[DNAFieldAttribute(2, "short", 28, "texture_type", "short", false, 204)]
public short texture_type;
[DNAArrayAttribute(6, "short", 29, "_pad4[3]", "System.Int16[]", 3, 206)]
public short[] _pad4 = new System.Int16[3];
[DNAFieldAttribute(4, "int", 30, "flags", "int", false, 212)]
public int flags;
public FluidFlowSettings() {
this.fmd = default;
this.mesh = default;
this.psys = default;
this.noise_texture = default;
this.verts_old = default;
this.numverts = default;
this.vel_multi = default;
this.vel_normal = default;
this.vel_random = default;
this.vel_coord = default;
this._pad1 = default;
this.density = default;
this.color = default;
this.fuel_amount = default;
this.temperature = default;
this.volume_density = default;
this.surface_distance = default;
this.particle_size = default;
this.subframes = default;
this.texture_size = default;
this.texture_offset = default;
this._pad2 = default;
this.uvlayer_name = default;
this._pad3 = default;
this.vgroup_density = default;
this.type = default;
this.behavior = default;
this.source = default;
this.texture_type = default;
this._pad4 = default;
this.flags = default;
}
public FluidFlowSettings(
FluidModifierData fmd,
Mesh mesh,
ParticleSystem psys,
Tex noise_texture,
float verts_old,
int numverts,
float vel_multi,
float vel_normal,
float vel_random,
float[] vel_coord,
char[] _pad1,
float density,
float[] color,
float fuel_amount,
float temperature,
float volume_density,
float surface_distance,
float particle_size,
int subframes,
float texture_size,
float texture_offset,
char[] _pad2,
char[] uvlayer_name,
char[] _pad3,
short vgroup_density,
short type,
short behavior,
short source,
short texture_type,
short[] _pad4,
int flags) {
this.fmd = fmd;
this.mesh = mesh;
this.psys = psys;
this.noise_texture = noise_texture;
this.verts_old = verts_old;
this.numverts = numverts;
this.vel_multi = vel_multi;
this.vel_normal = vel_normal;
this.vel_random = vel_random;
this.vel_coord = vel_coord;
this._pad1 = _pad1;
this.density = density;
this.color = color;
this.fuel_amount = fuel_amount;
this.temperature = temperature;
this.volume_density = volume_density;
this.surface_distance = surface_distance;
this.particle_size = particle_size;
this.subframes = subframes;
this.texture_size = texture_size;
this.texture_offset = texture_offset;
this._pad2 = _pad2;
this.uvlayer_name = uvlayer_name;
this._pad3 = _pad3;
this.vgroup_density = vgroup_density;
this.type = type;
this.behavior = behavior;
this.source = source;
this.texture_type = texture_type;
this._pad4 = _pad4;
this.flags = flags;
}
}
}