Files
BlenderSharp/BlendFile/DNA/Material.cs
2025-02-19 18:48:50 +01:00

254 lines
11 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(129, "Material", 392)]
public class Material {
[DNAFieldAttribute(0, "ID", "id", "ID", 208, false)]
public ID id;
[DNAFieldAttribute(1, "AnimData", "*adt", "AnimData", 8, true)]
public AnimData ptr_adt;
[DNAFieldAttribute(2, "short", "flag", "short", 2, false)]
public short flag;
[DNAFieldAttribute(3, "char", "surface_render_method", "char", 1, false)]
public char surface_render_method;
[DNAFieldAttribute(4, "char", "_pad1[1]", "System.Char[]", 1, false)]
public char[] _pad1 = new System.Char[1];
[DNAFieldAttribute(5, "float", "r", "float", 4, false)]
public float r;
[DNAFieldAttribute(6, "float", "g", "float", 4, false)]
public float g;
[DNAFieldAttribute(7, "float", "b", "float", 4, false)]
public float b;
[DNAFieldAttribute(8, "float", "a", "float", 4, false)]
public float a;
[DNAFieldAttribute(9, "float", "specr", "float", 4, false)]
public float specr;
[DNAFieldAttribute(10, "float", "specg", "float", 4, false)]
public float specg;
[DNAFieldAttribute(11, "float", "specb", "float", 4, false)]
public float specb;
[DNAFieldAttribute(12, "float", "alpha", "float", 4, false)]
public float alpha;
[DNAFieldAttribute(13, "float", "ray_mirror", "float", 4, false)]
public float ray_mirror;
[DNAFieldAttribute(14, "float", "spec", "float", 4, false)]
public float spec;
[DNAFieldAttribute(15, "float", "gloss_mir", "float", 4, false)]
public float gloss_mir;
[DNAFieldAttribute(16, "float", "roughness", "float", 4, false)]
public float roughness;
[DNAFieldAttribute(17, "float", "metallic", "float", 4, false)]
public float metallic;
[DNAFieldAttribute(18, "char", "use_nodes", "char", 1, false)]
public char use_nodes;
[DNAFieldAttribute(19, "char", "pr_type", "char", 1, false)]
public char pr_type;
[DNAFieldAttribute(20, "short", "pr_texture", "short", 2, false)]
public short pr_texture;
[DNAFieldAttribute(21, "short", "pr_flag", "short", 2, false)]
public short pr_flag;
[DNAFieldAttribute(22, "short", "index", "short", 2, false)]
public short index;
[DNAFieldAttribute(23, "bNodeTree", "*nodetree", "bNodeTree", 8, true)]
public bNodeTree ptr_nodetree;
[DNAFieldAttribute(24, "Ipo", "*ipo", "Ipo", 8, true)]
public Ipo ptr_ipo;
[DNAFieldAttribute(25, "PreviewImage", "*preview", "PreviewImage", 8, true)]
public PreviewImage ptr_preview;
[DNAFieldAttribute(26, "float", "line_col[4]", "System.Single[]", 16, false)]
public float[] line_col = new System.Single[4];
[DNAFieldAttribute(27, "short", "line_priority", "short", 2, false)]
public short line_priority;
[DNAFieldAttribute(28, "short", "vcol_alpha", "short", 2, false)]
public short vcol_alpha;
[DNAFieldAttribute(29, "short", "paint_active_slot", "short", 2, false)]
public short paint_active_slot;
[DNAFieldAttribute(30, "short", "paint_clone_slot", "short", 2, false)]
public short paint_clone_slot;
[DNAFieldAttribute(31, "short", "tot_slots", "short", 2, false)]
public short tot_slots;
[DNAFieldAttribute(32, "char", "displacement_method", "char", 1, false)]
public char displacement_method;
[DNAFieldAttribute(33, "char", "thickness_mode", "char", 1, false)]
public char thickness_mode;
[DNAFieldAttribute(34, "float", "alpha_threshold", "float", 4, false)]
public float alpha_threshold;
[DNAFieldAttribute(35, "float", "refract_depth", "float", 4, false)]
public float refract_depth;
[DNAFieldAttribute(36, "char", "blend_method", "char", 1, false)]
public char blend_method;
[DNAFieldAttribute(37, "char", "blend_shadow", "char", 1, false)]
public char blend_shadow;
[DNAFieldAttribute(38, "char", "blend_flag", "char", 1, false)]
public char blend_flag;
[DNAFieldAttribute(39, "char", "volume_intersection_method", "char", 1, false)]
public char volume_intersection_method;
[DNAFieldAttribute(40, "float", "inflate_bounds", "float", 4, false)]
public float inflate_bounds;
[DNAFieldAttribute(41, "char", "_pad3[4]", "System.Char[]", 4, false)]
public char[] _pad3 = new System.Char[4];
[DNAFieldAttribute(42, "TexPaintSlot", "*texpaintslot", "TexPaintSlot", 8, true)]
public TexPaintSlot ptr_texpaintslot;
[DNAFieldAttribute(43, "ListBase", "gpumaterial", "ListBase", 16, false)]
public ListBase gpumaterial;
[DNAFieldAttribute(44, "MaterialGPencilStyle", "*gp_style", "MaterialGPencilStyle", 8, true)]
public MaterialGPencilStyle ptr_gp_style;
[DNAFieldAttribute(45, "MaterialLineArt", "lineart", "MaterialLineArt", 8, false)]
public MaterialLineArt lineart;
public Material() {
this.id = default;
this.ptr_adt = default;
this.flag = default;
this.surface_render_method = default;
this._pad1 = default;
this.r = default;
this.g = default;
this.b = default;
this.a = default;
this.specr = default;
this.specg = default;
this.specb = default;
this.alpha = default;
this.ray_mirror = default;
this.spec = default;
this.gloss_mir = default;
this.roughness = default;
this.metallic = default;
this.use_nodes = default;
this.pr_type = default;
this.pr_texture = default;
this.pr_flag = default;
this.index = default;
this.ptr_nodetree = default;
this.ptr_ipo = default;
this.ptr_preview = default;
this.line_col = default;
this.line_priority = default;
this.vcol_alpha = default;
this.paint_active_slot = default;
this.paint_clone_slot = default;
this.tot_slots = default;
this.displacement_method = default;
this.thickness_mode = default;
this.alpha_threshold = default;
this.refract_depth = default;
this.blend_method = default;
this.blend_shadow = default;
this.blend_flag = default;
this.volume_intersection_method = default;
this.inflate_bounds = default;
this._pad3 = default;
this.ptr_texpaintslot = default;
this.gpumaterial = default;
this.ptr_gp_style = default;
this.lineart = default;
}
public Material(
ID id,
AnimData ptr_adt,
short flag,
char surface_render_method,
char[] _pad1,
float r,
float g,
float b,
float a,
float specr,
float specg,
float specb,
float alpha,
float ray_mirror,
float spec,
float gloss_mir,
float roughness,
float metallic,
char use_nodes,
char pr_type,
short pr_texture,
short pr_flag,
short index,
bNodeTree ptr_nodetree,
Ipo ptr_ipo,
PreviewImage ptr_preview,
float[] line_col,
short line_priority,
short vcol_alpha,
short paint_active_slot,
short paint_clone_slot,
short tot_slots,
char displacement_method,
char thickness_mode,
float alpha_threshold,
float refract_depth,
char blend_method,
char blend_shadow,
char blend_flag,
char volume_intersection_method,
float inflate_bounds,
char[] _pad3,
TexPaintSlot ptr_texpaintslot,
ListBase gpumaterial,
MaterialGPencilStyle ptr_gp_style,
MaterialLineArt lineart) {
this.id = id;
this.ptr_adt = ptr_adt;
this.flag = flag;
this.surface_render_method = surface_render_method;
this._pad1 = _pad1;
this.r = r;
this.g = g;
this.b = b;
this.a = a;
this.specr = specr;
this.specg = specg;
this.specb = specb;
this.alpha = alpha;
this.ray_mirror = ray_mirror;
this.spec = spec;
this.gloss_mir = gloss_mir;
this.roughness = roughness;
this.metallic = metallic;
this.use_nodes = use_nodes;
this.pr_type = pr_type;
this.pr_texture = pr_texture;
this.pr_flag = pr_flag;
this.index = index;
this.ptr_nodetree = ptr_nodetree;
this.ptr_ipo = ptr_ipo;
this.ptr_preview = ptr_preview;
this.line_col = line_col;
this.line_priority = line_priority;
this.vcol_alpha = vcol_alpha;
this.paint_active_slot = paint_active_slot;
this.paint_clone_slot = paint_clone_slot;
this.tot_slots = tot_slots;
this.displacement_method = displacement_method;
this.thickness_mode = thickness_mode;
this.alpha_threshold = alpha_threshold;
this.refract_depth = refract_depth;
this.blend_method = blend_method;
this.blend_shadow = blend_shadow;
this.blend_flag = blend_flag;
this.volume_intersection_method = volume_intersection_method;
this.inflate_bounds = inflate_bounds;
this._pad3 = _pad3;
this.ptr_texpaintslot = ptr_texpaintslot;
this.gpumaterial = gpumaterial;
this.ptr_gp_style = ptr_gp_style;
this.lineart = lineart;
}
}
}