Files
BlenderSharp/BlendFile/DNA/OceanModifierData.cs
2025-02-19 18:48:50 +01:00

194 lines
8.2 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(489, "OceanModifierData", 1392)]
public class OceanModifierData {
[DNAFieldAttribute(0, "ModifierData", "modifier", "ModifierData", 120, false)]
public ModifierData modifier;
[DNAFieldAttribute(1, "Ocean", "*ocean", "Ocean", 8, true)]
public Ocean ptr_ocean;
[DNAFieldAttribute(2, "OceanCache", "*oceancache", "OceanCache", 8, true)]
public OceanCache ptr_oceancache;
[DNAFieldAttribute(3, "int", "resolution", "int", 4, false)]
public int resolution;
[DNAFieldAttribute(4, "int", "viewport_resolution", "int", 4, false)]
public int viewport_resolution;
[DNAFieldAttribute(5, "int", "spatial_size", "int", 4, false)]
public int spatial_size;
[DNAFieldAttribute(6, "float", "wind_velocity", "float", 4, false)]
public float wind_velocity;
[DNAFieldAttribute(7, "float", "damp", "float", 4, false)]
public float damp;
[DNAFieldAttribute(8, "float", "smallest_wave", "float", 4, false)]
public float smallest_wave;
[DNAFieldAttribute(9, "float", "depth", "float", 4, false)]
public float depth;
[DNAFieldAttribute(10, "float", "wave_alignment", "float", 4, false)]
public float wave_alignment;
[DNAFieldAttribute(11, "float", "wave_direction", "float", 4, false)]
public float wave_direction;
[DNAFieldAttribute(12, "float", "wave_scale", "float", 4, false)]
public float wave_scale;
[DNAFieldAttribute(13, "float", "chop_amount", "float", 4, false)]
public float chop_amount;
[DNAFieldAttribute(14, "float", "foam_coverage", "float", 4, false)]
public float foam_coverage;
[DNAFieldAttribute(15, "float", "time", "float", 4, false)]
public float time;
[DNAFieldAttribute(16, "int", "spectrum", "int", 4, false)]
public int spectrum;
[DNAFieldAttribute(17, "float", "fetch_jonswap", "float", 4, false)]
public float fetch_jonswap;
[DNAFieldAttribute(18, "float", "sharpen_peak_jonswap", "float", 4, false)]
public float sharpen_peak_jonswap;
[DNAFieldAttribute(19, "int", "bakestart", "int", 4, false)]
public int bakestart;
[DNAFieldAttribute(20, "int", "bakeend", "int", 4, false)]
public int bakeend;
[DNAFieldAttribute(21, "char", "cachepath[1024]", "System.Char[]", 1024, false)]
public char[] cachepath = new System.Char[1024];
[DNAFieldAttribute(22, "char", "foamlayername[68]", "System.Char[]", 68, false)]
public char[] foamlayername = new System.Char[68];
[DNAFieldAttribute(23, "char", "spraylayername[68]", "System.Char[]", 68, false)]
public char[] spraylayername = new System.Char[68];
[DNAFieldAttribute(24, "char", "cached", "char", 1, false)]
public char cached;
[DNAFieldAttribute(25, "char", "geometry_mode", "char", 1, false)]
public char geometry_mode;
[DNAFieldAttribute(26, "char", "flag", "char", 1, false)]
public char flag;
[DNAFieldAttribute(27, "char", "_pad2", "char", 1, false)]
public char _pad2;
[DNAFieldAttribute(28, "short", "repeat_x", "short", 2, false)]
public short repeat_x;
[DNAFieldAttribute(29, "short", "repeat_y", "short", 2, false)]
public short repeat_y;
[DNAFieldAttribute(30, "int", "seed", "int", 4, false)]
public int seed;
[DNAFieldAttribute(31, "float", "size", "float", 4, false)]
public float size;
[DNAFieldAttribute(32, "float", "foam_fade", "float", 4, false)]
public float foam_fade;
[DNAFieldAttribute(33, "char", "_pad[4]", "System.Char[]", 4, false)]
public char[] _pad = new System.Char[4];
public OceanModifierData() {
this.modifier = default;
this.ptr_ocean = default;
this.ptr_oceancache = default;
this.resolution = default;
this.viewport_resolution = default;
this.spatial_size = default;
this.wind_velocity = default;
this.damp = default;
this.smallest_wave = default;
this.depth = default;
this.wave_alignment = default;
this.wave_direction = default;
this.wave_scale = default;
this.chop_amount = default;
this.foam_coverage = default;
this.time = default;
this.spectrum = default;
this.fetch_jonswap = default;
this.sharpen_peak_jonswap = default;
this.bakestart = default;
this.bakeend = default;
this.cachepath = default;
this.foamlayername = default;
this.spraylayername = default;
this.cached = default;
this.geometry_mode = default;
this.flag = default;
this._pad2 = default;
this.repeat_x = default;
this.repeat_y = default;
this.seed = default;
this.size = default;
this.foam_fade = default;
this._pad = default;
}
public OceanModifierData(
ModifierData modifier,
Ocean ptr_ocean,
OceanCache ptr_oceancache,
int resolution,
int viewport_resolution,
int spatial_size,
float wind_velocity,
float damp,
float smallest_wave,
float depth,
float wave_alignment,
float wave_direction,
float wave_scale,
float chop_amount,
float foam_coverage,
float time,
int spectrum,
float fetch_jonswap,
float sharpen_peak_jonswap,
int bakestart,
int bakeend,
char[] cachepath,
char[] foamlayername,
char[] spraylayername,
char cached,
char geometry_mode,
char flag,
char _pad2,
short repeat_x,
short repeat_y,
int seed,
float size,
float foam_fade,
char[] _pad) {
this.modifier = modifier;
this.ptr_ocean = ptr_ocean;
this.ptr_oceancache = ptr_oceancache;
this.resolution = resolution;
this.viewport_resolution = viewport_resolution;
this.spatial_size = spatial_size;
this.wind_velocity = wind_velocity;
this.damp = damp;
this.smallest_wave = smallest_wave;
this.depth = depth;
this.wave_alignment = wave_alignment;
this.wave_direction = wave_direction;
this.wave_scale = wave_scale;
this.chop_amount = chop_amount;
this.foam_coverage = foam_coverage;
this.time = time;
this.spectrum = spectrum;
this.fetch_jonswap = fetch_jonswap;
this.sharpen_peak_jonswap = sharpen_peak_jonswap;
this.bakestart = bakestart;
this.bakeend = bakeend;
this.cachepath = cachepath;
this.foamlayername = foamlayername;
this.spraylayername = spraylayername;
this.cached = cached;
this.geometry_mode = geometry_mode;
this.flag = flag;
this._pad2 = _pad2;
this.repeat_x = repeat_x;
this.repeat_y = repeat_y;
this.seed = seed;
this.size = size;
this.foam_fade = foam_fade;
this._pad = _pad;
}
}
}