Files
BlenderSharp/BlendFile/DNA/Lamp.cs

142 lines
4.9 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 BlendFile.CompatTypes;
using System;
// Automatically generated by BlenderSharp at 22/01/2025 02:33:14
namespace BlendFile.DNA {
public class Lamp {
public ID id;
public AnimData ptr_adt;
public short type;
public short flag;
public int mode;
public float r;
public float g;
public float b;
public float energy_new;
public float radius;
public float spotsize;
public float spotblend;
public short area_shape;
public short _pad1;
public float area_size;
public float area_sizey;
public float area_sizez;
public float area_spread;
public float sun_angle;
public short pr_texture;
public short use_nodes;
public float clipsta;
public float clipend;
public float cascade_max_dist;
public float cascade_exponent;
public float cascade_fade;
public int cascade_count;
public float diff_fac;
public float spec_fac;
public float transmission_fac;
public float volume_fac;
public float att_dist;
public float shadow_filter_radius;
public float shadow_maximum_resolution;
public float shadow_jitter_overblur;
public PreviewImage ptr_preview;
public bNodeTree ptr_nodetree;
public Ipo ptr_ipo;
public float energy;
public float _pad2;
public Lamp(
ID id,
AnimData ptr_adt,
short type,
short flag,
int mode,
float r,
float g,
float b,
float energy_new,
float radius,
float spotsize,
float spotblend,
short area_shape,
short _pad1,
float area_size,
float area_sizey,
float area_sizez,
float area_spread,
float sun_angle,
short pr_texture,
short use_nodes,
float clipsta,
float clipend,
float cascade_max_dist,
float cascade_exponent,
float cascade_fade,
int cascade_count,
float diff_fac,
float spec_fac,
float transmission_fac,
float volume_fac,
float att_dist,
float shadow_filter_radius,
float shadow_maximum_resolution,
float shadow_jitter_overblur,
PreviewImage ptr_preview,
bNodeTree ptr_nodetree,
Ipo ptr_ipo,
float energy,
float _pad2) {
this.id = id;
this.ptr_adt = ptr_adt;
this.type = type;
this.flag = flag;
this.mode = mode;
this.r = r;
this.g = g;
this.b = b;
this.energy_new = energy_new;
this.radius = radius;
this.spotsize = spotsize;
this.spotblend = spotblend;
this.area_shape = area_shape;
this._pad1 = _pad1;
this.area_size = area_size;
this.area_sizey = area_sizey;
this.area_sizez = area_sizez;
this.area_spread = area_spread;
this.sun_angle = sun_angle;
this.pr_texture = pr_texture;
this.use_nodes = use_nodes;
this.clipsta = clipsta;
this.clipend = clipend;
this.cascade_max_dist = cascade_max_dist;
this.cascade_exponent = cascade_exponent;
this.cascade_fade = cascade_fade;
this.cascade_count = cascade_count;
this.diff_fac = diff_fac;
this.spec_fac = spec_fac;
this.transmission_fac = transmission_fac;
this.volume_fac = volume_fac;
this.att_dist = att_dist;
this.shadow_filter_radius = shadow_filter_radius;
this.shadow_maximum_resolution = shadow_maximum_resolution;
this.shadow_jitter_overblur = shadow_jitter_overblur;
this.ptr_preview = ptr_preview;
this.ptr_nodetree = ptr_nodetree;
this.ptr_ipo = ptr_ipo;
this.energy = energy;
this._pad2 = _pad2;
}
}
}