139 lines
4.9 KiB
C#
139 lines
4.9 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using BlendFile.CompatTypes;
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using System;
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// Automatically generated by BlenderSharp at 22/01/2025 02:33:14
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namespace BlendFile.DNA {
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public class World {
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public ID id;
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public AnimData ptr_adt;
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public DrawDataList drawdata;
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public char[] _pad0 = new System.Char[4];
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public short texact;
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public short mistype;
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public float horr;
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public float horg;
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public float horb;
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public float exposure;
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public float exp;
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public float range;
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public short mode;
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public char[] _pad2 = new System.Char[6];
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public float misi;
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public float miststa;
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public float mistdist;
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public float misthi;
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public float aodist;
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public float aoenergy;
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public short flag;
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public char[] _pad3 = new System.Char[2];
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public int probe_resolution;
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public float sun_threshold;
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public float sun_angle;
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public float sun_shadow_maximum_resolution;
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public float sun_shadow_jitter_overblur;
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public float sun_shadow_filter_radius;
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public char[] _pad4 = new System.Char[4];
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public Ipo ptr_ipo;
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public short pr_texture;
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public short use_nodes;
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public char[] _pad = new System.Char[4];
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public PreviewImage ptr_preview;
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public bNodeTree ptr_nodetree;
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public LightgroupMembership ptr_lightgroup;
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public object ptr__pad1;
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public ListBase gpumaterial;
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public uint64_t last_update;
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public World(
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ID id,
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AnimData ptr_adt,
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DrawDataList drawdata,
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char[] _pad0,
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short texact,
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short mistype,
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float horr,
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float horg,
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float horb,
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float exposure,
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float exp,
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float range,
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short mode,
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char[] _pad2,
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float misi,
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float miststa,
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float mistdist,
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float misthi,
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float aodist,
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float aoenergy,
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short flag,
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char[] _pad3,
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int probe_resolution,
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float sun_threshold,
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float sun_angle,
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float sun_shadow_maximum_resolution,
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float sun_shadow_jitter_overblur,
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float sun_shadow_filter_radius,
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char[] _pad4,
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Ipo ptr_ipo,
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short pr_texture,
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short use_nodes,
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char[] _pad,
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PreviewImage ptr_preview,
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bNodeTree ptr_nodetree,
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LightgroupMembership ptr_lightgroup,
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object ptr__pad1,
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ListBase gpumaterial,
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uint64_t last_update) {
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this.id = id;
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this.ptr_adt = ptr_adt;
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this.drawdata = drawdata;
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this._pad0 = _pad0;
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this.texact = texact;
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this.mistype = mistype;
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this.horr = horr;
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this.horg = horg;
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this.horb = horb;
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this.exposure = exposure;
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this.exp = exp;
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this.range = range;
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this.mode = mode;
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this._pad2 = _pad2;
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this.misi = misi;
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this.miststa = miststa;
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this.mistdist = mistdist;
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this.misthi = misthi;
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this.aodist = aodist;
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this.aoenergy = aoenergy;
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this.flag = flag;
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this._pad3 = _pad3;
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this.probe_resolution = probe_resolution;
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this.sun_threshold = sun_threshold;
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this.sun_angle = sun_angle;
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this.sun_shadow_maximum_resolution = sun_shadow_maximum_resolution;
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this.sun_shadow_jitter_overblur = sun_shadow_jitter_overblur;
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this.sun_shadow_filter_radius = sun_shadow_filter_radius;
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this._pad4 = _pad4;
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this.ptr_ipo = ptr_ipo;
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this.pr_texture = pr_texture;
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this.use_nodes = use_nodes;
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this._pad = _pad;
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this.ptr_preview = ptr_preview;
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this.ptr_nodetree = ptr_nodetree;
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this.ptr_lightgroup = ptr_lightgroup;
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this.ptr__pad1 = ptr__pad1;
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this.gpumaterial = gpumaterial;
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this.last_update = last_update;
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}
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}
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}
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