205 lines
8.2 KiB
C#
205 lines
8.2 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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public class Material {
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[DNAFieldAttribute(0, "ID", "id", 208)]
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public ID id;
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[DNAFieldAttribute(1, "AnimData", "*adt", 248)]
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public AnimData ptr_adt;
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[DNAFieldAttribute(2, "short", "flag", 2)]
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public short flag;
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[DNAFieldAttribute(3, "char", "surface_render_method", 1)]
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public char surface_render_method;
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[DNAFieldAttribute(4, "char", "_pad1[1]", 1)]
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public char[] _pad1 = new System.Char[1];
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[DNAFieldAttribute(5, "float", "r", 4)]
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public float r;
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[DNAFieldAttribute(6, "float", "g", 4)]
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public float g;
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[DNAFieldAttribute(7, "float", "b", 4)]
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public float b;
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[DNAFieldAttribute(8, "float", "a", 4)]
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public float a;
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[DNAFieldAttribute(9, "float", "specr", 4)]
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public float specr;
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[DNAFieldAttribute(10, "float", "specg", 4)]
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public float specg;
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[DNAFieldAttribute(11, "float", "specb", 4)]
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public float specb;
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[DNAFieldAttribute(12, "float", "alpha", 4)]
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public float alpha;
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[DNAFieldAttribute(13, "float", "ray_mirror", 4)]
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public float ray_mirror;
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[DNAFieldAttribute(14, "float", "spec", 4)]
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public float spec;
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[DNAFieldAttribute(15, "float", "gloss_mir", 4)]
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public float gloss_mir;
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[DNAFieldAttribute(16, "float", "roughness", 4)]
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public float roughness;
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[DNAFieldAttribute(17, "float", "metallic", 4)]
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public float metallic;
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[DNAFieldAttribute(18, "char", "use_nodes", 1)]
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public char use_nodes;
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[DNAFieldAttribute(19, "char", "pr_type", 1)]
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public char pr_type;
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[DNAFieldAttribute(20, "short", "pr_texture", 2)]
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public short pr_texture;
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[DNAFieldAttribute(21, "short", "pr_flag", 2)]
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public short pr_flag;
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[DNAFieldAttribute(22, "short", "index", 2)]
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public short index;
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[DNAFieldAttribute(23, "bNodeTree", "*nodetree", 544)]
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public bNodeTree ptr_nodetree;
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[DNAFieldAttribute(24, "Ipo", "*ipo", 248)]
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public Ipo ptr_ipo;
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[DNAFieldAttribute(25, "PreviewImage", "*preview", 48)]
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public PreviewImage ptr_preview;
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[DNAFieldAttribute(26, "float", "line_col[4]", 4)]
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public float[] line_col = new System.Single[4];
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[DNAFieldAttribute(27, "short", "line_priority", 2)]
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public short line_priority;
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[DNAFieldAttribute(28, "short", "vcol_alpha", 2)]
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public short vcol_alpha;
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[DNAFieldAttribute(29, "short", "paint_active_slot", 2)]
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public short paint_active_slot;
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[DNAFieldAttribute(30, "short", "paint_clone_slot", 2)]
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public short paint_clone_slot;
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[DNAFieldAttribute(31, "short", "tot_slots", 2)]
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public short tot_slots;
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[DNAFieldAttribute(32, "char", "displacement_method", 1)]
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public char displacement_method;
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[DNAFieldAttribute(33, "char", "thickness_mode", 1)]
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public char thickness_mode;
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[DNAFieldAttribute(34, "float", "alpha_threshold", 4)]
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public float alpha_threshold;
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[DNAFieldAttribute(35, "float", "refract_depth", 4)]
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public float refract_depth;
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[DNAFieldAttribute(36, "char", "blend_method", 1)]
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public char blend_method;
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[DNAFieldAttribute(37, "char", "blend_shadow", 1)]
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public char blend_shadow;
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[DNAFieldAttribute(38, "char", "blend_flag", 1)]
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public char blend_flag;
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[DNAFieldAttribute(39, "char", "volume_intersection_method", 1)]
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public char volume_intersection_method;
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[DNAFieldAttribute(40, "float", "inflate_bounds", 4)]
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public float inflate_bounds;
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[DNAFieldAttribute(41, "char", "_pad3[4]", 1)]
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public char[] _pad3 = new System.Char[4];
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[DNAFieldAttribute(42, "TexPaintSlot", "*texpaintslot", 40)]
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public TexPaintSlot ptr_texpaintslot;
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[DNAFieldAttribute(43, "ListBase", "gpumaterial", 16)]
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public ListBase gpumaterial;
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[DNAFieldAttribute(44, "MaterialGPencilStyle", "*gp_style", 152)]
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public MaterialGPencilStyle ptr_gp_style;
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[DNAFieldAttribute(45, "MaterialLineArt", "lineart", 8)]
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public MaterialLineArt lineart;
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public Material(
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ID id,
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AnimData ptr_adt,
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short flag,
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char surface_render_method,
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char[] _pad1,
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float r,
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float g,
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float b,
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float a,
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float specr,
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float specg,
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float specb,
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float alpha,
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float ray_mirror,
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float spec,
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float gloss_mir,
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float roughness,
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float metallic,
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char use_nodes,
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char pr_type,
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short pr_texture,
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short pr_flag,
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short index,
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bNodeTree ptr_nodetree,
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Ipo ptr_ipo,
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PreviewImage ptr_preview,
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float[] line_col,
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short line_priority,
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short vcol_alpha,
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short paint_active_slot,
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short paint_clone_slot,
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short tot_slots,
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char displacement_method,
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char thickness_mode,
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float alpha_threshold,
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float refract_depth,
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char blend_method,
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char blend_shadow,
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char blend_flag,
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char volume_intersection_method,
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float inflate_bounds,
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char[] _pad3,
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TexPaintSlot ptr_texpaintslot,
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ListBase gpumaterial,
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MaterialGPencilStyle ptr_gp_style,
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MaterialLineArt lineart) {
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this.id = id;
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this.ptr_adt = ptr_adt;
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this.flag = flag;
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this.surface_render_method = surface_render_method;
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this._pad1 = _pad1;
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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this.specr = specr;
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this.specg = specg;
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this.specb = specb;
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this.alpha = alpha;
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this.ray_mirror = ray_mirror;
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this.spec = spec;
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this.gloss_mir = gloss_mir;
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this.roughness = roughness;
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this.metallic = metallic;
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this.use_nodes = use_nodes;
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this.pr_type = pr_type;
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this.pr_texture = pr_texture;
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this.pr_flag = pr_flag;
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this.index = index;
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this.ptr_nodetree = ptr_nodetree;
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this.ptr_ipo = ptr_ipo;
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this.ptr_preview = ptr_preview;
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this.line_col = line_col;
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this.line_priority = line_priority;
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this.vcol_alpha = vcol_alpha;
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this.paint_active_slot = paint_active_slot;
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this.paint_clone_slot = paint_clone_slot;
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this.tot_slots = tot_slots;
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this.displacement_method = displacement_method;
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this.thickness_mode = thickness_mode;
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this.alpha_threshold = alpha_threshold;
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this.refract_depth = refract_depth;
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this.blend_method = blend_method;
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this.blend_shadow = blend_shadow;
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this.blend_flag = blend_flag;
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this.volume_intersection_method = volume_intersection_method;
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this.inflate_bounds = inflate_bounds;
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this._pad3 = _pad3;
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this.ptr_texpaintslot = ptr_texpaintslot;
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this.gpumaterial = gpumaterial;
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this.ptr_gp_style = ptr_gp_style;
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this.lineart = lineart;
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}
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}
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}
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