Files
BlenderSharp/BlendFile/DNA/FluidFlowSettings.cs

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