Files
BlenderSharp/BlendFile/DNA/LightCacheTexture.cs
2025-02-18 18:16:57 +01:00

48 lines
1.7 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(355, "LightCacheTexture")]
public class LightCacheTexture {
[DNAFieldAttribute(0, "GPUTexture", "*tex", "GPUTexture", 0)]
public GPUTexture ptr_tex;
[DNAFieldAttribute(1, "char", "*data", "char", 1)]
public char ptr_data;
[DNAFieldAttribute(2, "int", "tex_size[3]", "System.Int32[]", 4)]
public int[] tex_size = new System.Int32[3];
[DNAFieldAttribute(3, "char", "data_type", "char", 1)]
public char data_type;
[DNAFieldAttribute(4, "char", "components", "char", 1)]
public char components;
[DNAFieldAttribute(5, "char", "_pad[2]", "System.Char[]", 1)]
public char[] _pad = new System.Char[2];
public LightCacheTexture() {
this.ptr_tex = default;
this.ptr_data = default;
this.tex_size = default;
this.data_type = default;
this.components = default;
this._pad = default;
}
public LightCacheTexture(GPUTexture ptr_tex, char ptr_data, int[] tex_size, char data_type, char components, char[] _pad) {
this.ptr_tex = ptr_tex;
this.ptr_data = ptr_data;
this.tex_size = tex_size;
this.data_type = data_type;
this.components = components;
this._pad = _pad;
}
}
}