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

177 lines
7.0 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 class World {
[DNAFieldAttribute(0, "ID", "id", 208)]
public ID id;
[DNAFieldAttribute(1, "AnimData", "*adt", 248)]
public AnimData ptr_adt;
[DNAFieldAttribute(2, "DrawDataList", "drawdata", 16)]
public DrawDataList drawdata;
[DNAFieldAttribute(3, "char", "_pad0[4]", 1)]
public char[] _pad0 = new System.Char[4];
[DNAFieldAttribute(4, "short", "texact", 2)]
public short texact;
[DNAFieldAttribute(5, "short", "mistype", 2)]
public short mistype;
[DNAFieldAttribute(6, "float", "horr", 4)]
public float horr;
[DNAFieldAttribute(7, "float", "horg", 4)]
public float horg;
[DNAFieldAttribute(8, "float", "horb", 4)]
public float horb;
[DNAFieldAttribute(9, "float", "exposure", 4)]
public float exposure;
[DNAFieldAttribute(10, "float", "exp", 4)]
public float exp;
[DNAFieldAttribute(11, "float", "range", 4)]
public float range;
[DNAFieldAttribute(12, "short", "mode", 2)]
public short mode;
[DNAFieldAttribute(13, "char", "_pad2[6]", 1)]
public char[] _pad2 = new System.Char[6];
[DNAFieldAttribute(14, "float", "misi", 4)]
public float misi;
[DNAFieldAttribute(15, "float", "miststa", 4)]
public float miststa;
[DNAFieldAttribute(16, "float", "mistdist", 4)]
public float mistdist;
[DNAFieldAttribute(17, "float", "misthi", 4)]
public float misthi;
[DNAFieldAttribute(18, "float", "aodist", 4)]
public float aodist;
[DNAFieldAttribute(19, "float", "aoenergy", 4)]
public float aoenergy;
[DNAFieldAttribute(20, "short", "flag", 2)]
public short flag;
[DNAFieldAttribute(21, "char", "_pad3[2]", 1)]
public char[] _pad3 = new System.Char[2];
[DNAFieldAttribute(22, "int", "probe_resolution", 4)]
public int probe_resolution;
[DNAFieldAttribute(23, "float", "sun_threshold", 4)]
public float sun_threshold;
[DNAFieldAttribute(24, "float", "sun_angle", 4)]
public float sun_angle;
[DNAFieldAttribute(25, "float", "sun_shadow_maximum_resolution", 4)]
public float sun_shadow_maximum_resolution;
[DNAFieldAttribute(26, "float", "sun_shadow_jitter_overblur", 4)]
public float sun_shadow_jitter_overblur;
[DNAFieldAttribute(27, "float", "sun_shadow_filter_radius", 4)]
public float sun_shadow_filter_radius;
[DNAFieldAttribute(28, "char", "_pad4[4]", 1)]
public char[] _pad4 = new System.Char[4];
[DNAFieldAttribute(29, "Ipo", "*ipo", 248)]
public Ipo ptr_ipo;
[DNAFieldAttribute(30, "short", "pr_texture", 2)]
public short pr_texture;
[DNAFieldAttribute(31, "short", "use_nodes", 2)]
public short use_nodes;
[DNAFieldAttribute(32, "char", "_pad[4]", 1)]
public char[] _pad = new System.Char[4];
[DNAFieldAttribute(33, "PreviewImage", "*preview", 48)]
public PreviewImage ptr_preview;
[DNAFieldAttribute(34, "bNodeTree", "*nodetree", 544)]
public bNodeTree ptr_nodetree;
[DNAFieldAttribute(35, "LightgroupMembership", "*lightgroup", 64)]
public LightgroupMembership ptr_lightgroup;
[DNAFieldAttribute(36, "void", "*_pad1", 0)]
public object ptr__pad1;
[DNAFieldAttribute(37, "ListBase", "gpumaterial", 16)]
public ListBase gpumaterial;
[DNAFieldAttribute(38, "uint64_t", "last_update", 8)]
public ulong last_update;
public World(
ID id,
AnimData ptr_adt,
DrawDataList drawdata,
char[] _pad0,
short texact,
short mistype,
float horr,
float horg,
float horb,
float exposure,
float exp,
float range,
short mode,
char[] _pad2,
float misi,
float miststa,
float mistdist,
float misthi,
float aodist,
float aoenergy,
short flag,
char[] _pad3,
int probe_resolution,
float sun_threshold,
float sun_angle,
float sun_shadow_maximum_resolution,
float sun_shadow_jitter_overblur,
float sun_shadow_filter_radius,
char[] _pad4,
Ipo ptr_ipo,
short pr_texture,
short use_nodes,
char[] _pad,
PreviewImage ptr_preview,
bNodeTree ptr_nodetree,
LightgroupMembership ptr_lightgroup,
object ptr__pad1,
ListBase gpumaterial,
ulong last_update) {
this.id = id;
this.ptr_adt = ptr_adt;
this.drawdata = drawdata;
this._pad0 = _pad0;
this.texact = texact;
this.mistype = mistype;
this.horr = horr;
this.horg = horg;
this.horb = horb;
this.exposure = exposure;
this.exp = exp;
this.range = range;
this.mode = mode;
this._pad2 = _pad2;
this.misi = misi;
this.miststa = miststa;
this.mistdist = mistdist;
this.misthi = misthi;
this.aodist = aodist;
this.aoenergy = aoenergy;
this.flag = flag;
this._pad3 = _pad3;
this.probe_resolution = probe_resolution;
this.sun_threshold = sun_threshold;
this.sun_angle = sun_angle;
this.sun_shadow_maximum_resolution = sun_shadow_maximum_resolution;
this.sun_shadow_jitter_overblur = sun_shadow_jitter_overblur;
this.sun_shadow_filter_radius = sun_shadow_filter_radius;
this._pad4 = _pad4;
this.ptr_ipo = ptr_ipo;
this.pr_texture = pr_texture;
this.use_nodes = use_nodes;
this._pad = _pad;
this.ptr_preview = ptr_preview;
this.ptr_nodetree = ptr_nodetree;
this.ptr_lightgroup = ptr_lightgroup;
this.ptr__pad1 = ptr__pad1;
this.gpumaterial = gpumaterial;
this.last_update = last_update;
}
}
}