Files
BlenderSharp/BlendFile/DNA/View3DShading.cs
2025-03-12 19:02:40 +01:00

184 lines
8.6 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(833, "View3DShading", 944)]
public class View3DShading {
[DNAFieldAttribute(1, "char", 0, "type", "char", false, 0)]
public char type;
[DNAFieldAttribute(1, "char", 1, "prev_type", "char", false, 1)]
public char prev_type;
[DNAFieldAttribute(1, "char", 2, "prev_type_wire", "char", false, 2)]
public char prev_type_wire;
[DNAFieldAttribute(1, "char", 3, "color_type", "char", false, 3)]
public char color_type;
[DNAFieldAttribute(2, "short", 4, "flag", "short", false, 4)]
public short flag;
[DNAFieldAttribute(1, "char", 5, "light", "char", false, 6)]
public char light;
[DNAFieldAttribute(1, "char", 6, "background_type", "char", false, 7)]
public char background_type;
[DNAFieldAttribute(1, "char", 7, "cavity_type", "char", false, 8)]
public char cavity_type;
[DNAFieldAttribute(1, "char", 8, "wire_color_type", "char", false, 9)]
public char wire_color_type;
[DNAFieldAttribute(1, "char", 9, "use_compositor", "char", false, 10)]
public char use_compositor;
[DNAFieldAttribute(1, "char", 10, "_pad", "char", false, 11)]
public char _pad;
[DNAArrayAttribute(256, "char", 11, "studio_light[256]", "System.Char[]", 256, false, 12)]
public char[] studio_light = new System.Char[256];
[DNAArrayAttribute(256, "char", 12, "lookdev_light[256]", "System.Char[]", 256, false, 268)]
public char[] lookdev_light = new System.Char[256];
[DNAArrayAttribute(256, "char", 13, "matcap[256]", "System.Char[]", 256, false, 524)]
public char[] matcap = new System.Char[256];
[DNAFieldAttribute(4, "float", 14, "shadow_intensity", "float", false, 780)]
public float shadow_intensity;
[DNAArrayAttribute(12, "float", 15, "single_color[3]", "System.Single[]", 3, false, 784)]
public float[] single_color = new System.Single[3];
[DNAFieldAttribute(4, "float", 16, "studiolight_rot_z", "float", false, 796)]
public float studiolight_rot_z;
[DNAFieldAttribute(4, "float", 17, "studiolight_background", "float", false, 800)]
public float studiolight_background;
[DNAFieldAttribute(4, "float", 18, "studiolight_intensity", "float", false, 804)]
public float studiolight_intensity;
[DNAFieldAttribute(4, "float", 19, "studiolight_blur", "float", false, 808)]
public float studiolight_blur;
[DNAArrayAttribute(12, "float", 20, "object_outline_color[3]", "System.Single[]", 3, false, 812)]
public float[] object_outline_color = new System.Single[3];
[DNAFieldAttribute(4, "float", 21, "xray_alpha", "float", false, 824)]
public float xray_alpha;
[DNAFieldAttribute(4, "float", 22, "xray_alpha_wire", "float", false, 828)]
public float xray_alpha_wire;
[DNAFieldAttribute(4, "float", 23, "cavity_valley_factor", "float", false, 832)]
public float cavity_valley_factor;
[DNAFieldAttribute(4, "float", 24, "cavity_ridge_factor", "float", false, 836)]
public float cavity_ridge_factor;
[DNAArrayAttribute(12, "float", 25, "background_color[3]", "System.Single[]", 3, false, 840)]
public float[] background_color = new System.Single[3];
[DNAFieldAttribute(4, "float", 26, "curvature_ridge_factor", "float", false, 852)]
public float curvature_ridge_factor;
[DNAFieldAttribute(4, "float", 27, "curvature_valley_factor", "float", false, 856)]
public float curvature_valley_factor;
[DNAFieldAttribute(4, "int", 28, "render_pass", "int", false, 860)]
public int render_pass;
[DNAArrayAttribute(64, "char", 29, "aov_name[64]", "System.Char[]", 64, false, 864)]
public char[] aov_name = new System.Char[64];
[DNAFieldAttribute(8, "IDProperty", 30, "*prop", "IDProperty", true, 928)]
public IDProperty prop;
[DNAFieldAttribute(8, "void", 31, "*_pad2", "void", true, 936)]
public object _pad2;
public View3DShading() {
this.type = default;
this.prev_type = default;
this.prev_type_wire = default;
this.color_type = default;
this.flag = default;
this.light = default;
this.background_type = default;
this.cavity_type = default;
this.wire_color_type = default;
this.use_compositor = default;
this._pad = default;
this.studio_light = default;
this.lookdev_light = default;
this.matcap = default;
this.shadow_intensity = default;
this.single_color = default;
this.studiolight_rot_z = default;
this.studiolight_background = default;
this.studiolight_intensity = default;
this.studiolight_blur = default;
this.object_outline_color = default;
this.xray_alpha = default;
this.xray_alpha_wire = default;
this.cavity_valley_factor = default;
this.cavity_ridge_factor = default;
this.background_color = default;
this.curvature_ridge_factor = default;
this.curvature_valley_factor = default;
this.render_pass = default;
this.aov_name = default;
this.prop = default;
this._pad2 = default;
}
public View3DShading(
char type,
char prev_type,
char prev_type_wire,
char color_type,
short flag,
char light,
char background_type,
char cavity_type,
char wire_color_type,
char use_compositor,
char _pad,
char[] studio_light,
char[] lookdev_light,
char[] matcap,
float shadow_intensity,
float[] single_color,
float studiolight_rot_z,
float studiolight_background,
float studiolight_intensity,
float studiolight_blur,
float[] object_outline_color,
float xray_alpha,
float xray_alpha_wire,
float cavity_valley_factor,
float cavity_ridge_factor,
float[] background_color,
float curvature_ridge_factor,
float curvature_valley_factor,
int render_pass,
char[] aov_name,
IDProperty prop,
object _pad2) {
this.type = type;
this.prev_type = prev_type;
this.prev_type_wire = prev_type_wire;
this.color_type = color_type;
this.flag = flag;
this.light = light;
this.background_type = background_type;
this.cavity_type = cavity_type;
this.wire_color_type = wire_color_type;
this.use_compositor = use_compositor;
this._pad = _pad;
this.studio_light = studio_light;
this.lookdev_light = lookdev_light;
this.matcap = matcap;
this.shadow_intensity = shadow_intensity;
this.single_color = single_color;
this.studiolight_rot_z = studiolight_rot_z;
this.studiolight_background = studiolight_background;
this.studiolight_intensity = studiolight_intensity;
this.studiolight_blur = studiolight_blur;
this.object_outline_color = object_outline_color;
this.xray_alpha = xray_alpha;
this.xray_alpha_wire = xray_alpha_wire;
this.cavity_valley_factor = cavity_valley_factor;
this.cavity_ridge_factor = cavity_ridge_factor;
this.background_color = background_color;
this.curvature_ridge_factor = curvature_ridge_factor;
this.curvature_valley_factor = curvature_valley_factor;
this.render_pass = render_pass;
this.aov_name = aov_name;
this.prop = prop;
this._pad2 = _pad2;
}
}
}