179 lines
7.4 KiB
C#
179 lines
7.4 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 System;
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namespace BlendFile.DNA {
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using BlendFile;
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[DNAClassAttribute(246, "FluidFlowSettings")]
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public class FluidFlowSettings {
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[DNAFieldAttribute(0, "FluidModifierData", "*fmd", "FluidModifierData", 160)]
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public FluidModifierData ptr_fmd;
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[DNAFieldAttribute(1, "Mesh", "*mesh", "Mesh", 1712)]
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public Mesh ptr_mesh;
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[DNAFieldAttribute(2, "ParticleSystem", "*psys", "ParticleSystem", 696)]
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public ParticleSystem ptr_psys;
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[DNAFieldAttribute(3, "Tex", "*noise_texture", "Tex", 488)]
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public Tex ptr_noise_texture;
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[DNAFieldAttribute(4, "float", "*verts_old", "float", 4)]
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public float ptr_verts_old;
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[DNAFieldAttribute(5, "int", "numverts", "int", 4)]
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public int numverts;
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[DNAFieldAttribute(6, "float", "vel_multi", "float", 4)]
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public float vel_multi;
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[DNAFieldAttribute(7, "float", "vel_normal", "float", 4)]
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public float vel_normal;
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[DNAFieldAttribute(8, "float", "vel_random", "float", 4)]
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public float vel_random;
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[DNAFieldAttribute(9, "float", "vel_coord[3]", "System.Single[]", 4)]
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public float[] vel_coord = new System.Single[3];
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[DNAFieldAttribute(10, "char", "_pad1[4]", "System.Char[]", 1)]
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public char[] _pad1 = new System.Char[4];
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[DNAFieldAttribute(11, "float", "density", "float", 4)]
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public float density;
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[DNAFieldAttribute(12, "float", "color[3]", "System.Single[]", 4)]
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public float[] color = new System.Single[3];
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[DNAFieldAttribute(13, "float", "fuel_amount", "float", 4)]
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public float fuel_amount;
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[DNAFieldAttribute(14, "float", "temperature", "float", 4)]
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public float temperature;
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[DNAFieldAttribute(15, "float", "volume_density", "float", 4)]
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public float volume_density;
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[DNAFieldAttribute(16, "float", "surface_distance", "float", 4)]
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public float surface_distance;
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[DNAFieldAttribute(17, "float", "particle_size", "float", 4)]
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public float particle_size;
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[DNAFieldAttribute(18, "int", "subframes", "int", 4)]
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public int subframes;
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[DNAFieldAttribute(19, "float", "texture_size", "float", 4)]
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public float texture_size;
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[DNAFieldAttribute(20, "float", "texture_offset", "float", 4)]
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public float texture_offset;
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[DNAFieldAttribute(21, "char", "_pad2[4]", "System.Char[]", 1)]
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public char[] _pad2 = new System.Char[4];
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[DNAFieldAttribute(22, "char", "uvlayer_name[68]", "System.Char[]", 1)]
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public char[] uvlayer_name = new System.Char[68];
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[DNAFieldAttribute(23, "char", "_pad3[4]", "System.Char[]", 1)]
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public char[] _pad3 = new System.Char[4];
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[DNAFieldAttribute(24, "short", "vgroup_density", "short", 2)]
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public short vgroup_density;
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[DNAFieldAttribute(25, "short", "type", "short", 2)]
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public short type;
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[DNAFieldAttribute(26, "short", "behavior", "short", 2)]
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public short behavior;
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[DNAFieldAttribute(27, "short", "source", "short", 2)]
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public short source;
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[DNAFieldAttribute(28, "short", "texture_type", "short", 2)]
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public short texture_type;
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[DNAFieldAttribute(29, "short", "_pad4[3]", "System.Int16[]", 2)]
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public short[] _pad4 = new System.Int16[3];
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[DNAFieldAttribute(30, "int", "flags", "int", 4)]
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public int flags;
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public FluidFlowSettings() {
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this.ptr_fmd = default;
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this.ptr_mesh = default;
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this.ptr_psys = default;
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this.ptr_noise_texture = default;
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this.ptr_verts_old = default;
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this.numverts = default;
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this.vel_multi = default;
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this.vel_normal = default;
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this.vel_random = default;
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this.vel_coord = default;
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this._pad1 = default;
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this.density = default;
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this.color = default;
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this.fuel_amount = default;
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this.temperature = default;
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this.volume_density = default;
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this.surface_distance = default;
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this.particle_size = default;
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this.subframes = default;
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this.texture_size = default;
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this.texture_offset = default;
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this._pad2 = default;
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this.uvlayer_name = default;
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this._pad3 = default;
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this.vgroup_density = default;
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this.type = default;
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this.behavior = default;
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this.source = default;
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this.texture_type = default;
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this._pad4 = default;
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this.flags = default;
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}
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public FluidFlowSettings(
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FluidModifierData ptr_fmd,
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Mesh ptr_mesh,
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ParticleSystem ptr_psys,
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Tex ptr_noise_texture,
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float ptr_verts_old,
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int numverts,
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float vel_multi,
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float vel_normal,
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float vel_random,
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float[] vel_coord,
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char[] _pad1,
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float density,
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float[] color,
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float fuel_amount,
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float temperature,
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float volume_density,
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float surface_distance,
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float particle_size,
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int subframes,
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float texture_size,
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float texture_offset,
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char[] _pad2,
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char[] uvlayer_name,
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char[] _pad3,
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short vgroup_density,
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short type,
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short behavior,
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short source,
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short texture_type,
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short[] _pad4,
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int flags) {
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this.ptr_fmd = ptr_fmd;
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this.ptr_mesh = ptr_mesh;
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this.ptr_psys = ptr_psys;
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this.ptr_noise_texture = ptr_noise_texture;
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this.ptr_verts_old = ptr_verts_old;
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this.numverts = numverts;
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this.vel_multi = vel_multi;
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this.vel_normal = vel_normal;
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this.vel_random = vel_random;
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this.vel_coord = vel_coord;
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this._pad1 = _pad1;
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this.density = density;
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this.color = color;
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this.fuel_amount = fuel_amount;
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this.temperature = temperature;
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this.volume_density = volume_density;
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this.surface_distance = surface_distance;
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this.particle_size = particle_size;
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this.subframes = subframes;
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this.texture_size = texture_size;
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this.texture_offset = texture_offset;
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this._pad2 = _pad2;
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this.uvlayer_name = uvlayer_name;
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this._pad3 = _pad3;
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this.vgroup_density = vgroup_density;
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this.type = type;
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this.behavior = behavior;
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this.source = source;
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this.texture_type = texture_type;
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this._pad4 = _pad4;
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this.flags = flags;
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}
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}
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}
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