Files
BlenderSharp/BlendFile/DNA/BoidSettings.cs
2025-01-22 20:24:55 +01:00

113 lines
4.5 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;
public struct BoidSettings {
[DNAFieldAttribute(0, "int", "options", 4)]
public int options;
[DNAFieldAttribute(1, "int", "last_state_id", 4)]
public int last_state_id;
[DNAFieldAttribute(2, "float", "landing_smoothness", 4)]
public float landing_smoothness;
[DNAFieldAttribute(3, "float", "height", 4)]
public float height;
[DNAFieldAttribute(4, "float", "banking", 4)]
public float banking;
[DNAFieldAttribute(5, "float", "pitch", 4)]
public float pitch;
[DNAFieldAttribute(6, "float", "health", 4)]
public float health;
[DNAFieldAttribute(7, "float", "aggression", 4)]
public float aggression;
[DNAFieldAttribute(8, "float", "strength", 4)]
public float strength;
[DNAFieldAttribute(9, "float", "accuracy", 4)]
public float accuracy;
[DNAFieldAttribute(10, "float", "range", 4)]
public float range;
[DNAFieldAttribute(11, "float", "air_min_speed", 4)]
public float air_min_speed;
[DNAFieldAttribute(12, "float", "air_max_speed", 4)]
public float air_max_speed;
[DNAFieldAttribute(13, "float", "air_max_acc", 4)]
public float air_max_acc;
[DNAFieldAttribute(14, "float", "air_max_ave", 4)]
public float air_max_ave;
[DNAFieldAttribute(15, "float", "air_personal_space", 4)]
public float air_personal_space;
[DNAFieldAttribute(16, "float", "land_jump_speed", 4)]
public float land_jump_speed;
[DNAFieldAttribute(17, "float", "land_max_speed", 4)]
public float land_max_speed;
[DNAFieldAttribute(18, "float", "land_max_acc", 4)]
public float land_max_acc;
[DNAFieldAttribute(19, "float", "land_max_ave", 4)]
public float land_max_ave;
[DNAFieldAttribute(20, "float", "land_personal_space", 4)]
public float land_personal_space;
[DNAFieldAttribute(21, "float", "land_stick_force", 4)]
public float land_stick_force;
[DNAFieldAttribute(22, "ListBase", "states", 16)]
public ListBase states;
public BoidSettings(
int options,
int last_state_id,
float landing_smoothness,
float height,
float banking,
float pitch,
float health,
float aggression,
float strength,
float accuracy,
float range,
float air_min_speed,
float air_max_speed,
float air_max_acc,
float air_max_ave,
float air_personal_space,
float land_jump_speed,
float land_max_speed,
float land_max_acc,
float land_max_ave,
float land_personal_space,
float land_stick_force,
ListBase states) {
this.options = options;
this.last_state_id = last_state_id;
this.landing_smoothness = landing_smoothness;
this.height = height;
this.banking = banking;
this.pitch = pitch;
this.health = health;
this.aggression = aggression;
this.strength = strength;
this.accuracy = accuracy;
this.range = range;
this.air_min_speed = air_min_speed;
this.air_max_speed = air_max_speed;
this.air_max_acc = air_max_acc;
this.air_max_ave = air_max_ave;
this.air_personal_space = air_personal_space;
this.land_jump_speed = land_jump_speed;
this.land_max_speed = land_max_speed;
this.land_max_acc = land_max_acc;
this.land_max_ave = land_max_ave;
this.land_personal_space = land_personal_space;
this.land_stick_force = land_stick_force;
this.states = states;
}
}
}