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

84 lines
3.7 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(799, "SceneRenderLayer", 192)]
public class SceneRenderLayer {
[DNAFieldAttribute(8, "SceneRenderLayer", 0, "*next", "SceneRenderLayer", true, 0)]
public SceneRenderLayer next;
[DNAFieldAttribute(8, "SceneRenderLayer", 1, "*prev", "SceneRenderLayer", true, 8)]
public SceneRenderLayer prev;
[DNAArrayAttribute(64, "char", 2, "name[64]", "System.Char[]", 64, 16)]
public char[] name = new System.Char[64];
[DNAFieldAttribute(8, "Material", 3, "*mat_override", "Material", true, 80)]
public Material mat_override;
[DNAFieldAttribute(8, "World", 4, "*world_override", "World", true, 88)]
public World world_override;
[DNAFieldAttribute(4, "int", 5, "lay", "int", false, 96)]
public int lay;
[DNAFieldAttribute(4, "int", 6, "lay_zmask", "int", false, 100)]
public int lay_zmask;
[DNAFieldAttribute(4, "int", 7, "lay_exclude", "int", false, 104)]
public int lay_exclude;
[DNAFieldAttribute(4, "int", 8, "layflag", "int", false, 108)]
public int layflag;
[DNAFieldAttribute(4, "int", 9, "passflag", "int", false, 112)]
public int passflag;
[DNAFieldAttribute(4, "int", 10, "pass_xor", "int", false, 116)]
public int pass_xor;
[DNAFieldAttribute(4, "int", 11, "samples", "int", false, 120)]
public int samples;
[DNAFieldAttribute(4, "float", 12, "pass_alpha_threshold", "float", false, 124)]
public float pass_alpha_threshold;
[DNAFieldAttribute(8, "IDProperty", 13, "*prop", "IDProperty", true, 128)]
public IDProperty prop;
[DNAFieldAttribute(56, "FreestyleConfig", 14, "freestyleConfig", "FreestyleConfig", false, 136)]
public FreestyleConfig freestyleConfig;
public SceneRenderLayer() {
this.next = default;
this.prev = default;
this.name = default;
this.mat_override = default;
this.world_override = default;
this.lay = default;
this.lay_zmask = default;
this.lay_exclude = default;
this.layflag = default;
this.passflag = default;
this.pass_xor = default;
this.samples = default;
this.pass_alpha_threshold = default;
this.prop = default;
this.freestyleConfig = default;
}
public SceneRenderLayer(SceneRenderLayer next, SceneRenderLayer prev, char[] name, Material mat_override, World world_override, int lay, int lay_zmask, int lay_exclude, int layflag, int passflag, int pass_xor, int samples, float pass_alpha_threshold, IDProperty prop, FreestyleConfig freestyleConfig) {
this.next = next;
this.prev = prev;
this.name = name;
this.mat_override = mat_override;
this.world_override = world_override;
this.lay = lay;
this.lay_zmask = lay_zmask;
this.lay_exclude = lay_exclude;
this.layflag = layflag;
this.passflag = passflag;
this.pass_xor = pass_xor;
this.samples = samples;
this.pass_alpha_threshold = pass_alpha_threshold;
this.prop = prop;
this.freestyleConfig = freestyleConfig;
}
}
}