Files
BlenderSharp/BlendFile/DNA/SceneRenderLayer.cs

84 lines
3.8 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(799, "SceneRenderLayer", 192)]
public class SceneRenderLayer {
[DNAFieldAttribute(0, "SceneRenderLayer", "*next", "SceneRenderLayer", 8, true, 0)]
public SceneRenderLayer ptr_next;
[DNAFieldAttribute(1, "SceneRenderLayer", "*prev", "SceneRenderLayer", 8, true, 8)]
public SceneRenderLayer ptr_prev;
[DNAFieldAttribute(2, "char", "name[64]", "System.Char[]", 64, false, 16)]
public char[] name = new System.Char[64];
[DNAFieldAttribute(3, "Material", "*mat_override", "Material", 8, true, 80)]
public Material ptr_mat_override;
[DNAFieldAttribute(4, "World", "*world_override", "World", 8, true, 88)]
public World ptr_world_override;
[DNAFieldAttribute(5, "int", "lay", "int", 4, false, 96)]
public int lay;
[DNAFieldAttribute(6, "int", "lay_zmask", "int", 4, false, 100)]
public int lay_zmask;
[DNAFieldAttribute(7, "int", "lay_exclude", "int", 4, false, 104)]
public int lay_exclude;
[DNAFieldAttribute(8, "int", "layflag", "int", 4, false, 108)]
public int layflag;
[DNAFieldAttribute(9, "int", "passflag", "int", 4, false, 112)]
public int passflag;
[DNAFieldAttribute(10, "int", "pass_xor", "int", 4, false, 116)]
public int pass_xor;
[DNAFieldAttribute(11, "int", "samples", "int", 4, false, 120)]
public int samples;
[DNAFieldAttribute(12, "float", "pass_alpha_threshold", "float", 4, false, 124)]
public float pass_alpha_threshold;
[DNAFieldAttribute(13, "IDProperty", "*prop", "IDProperty", 8, true, 128)]
public IDProperty ptr_prop;
[DNAFieldAttribute(14, "FreestyleConfig", "freestyleConfig", "FreestyleConfig", 56, false, 136)]
public FreestyleConfig freestyleConfig;
public SceneRenderLayer() {
this.ptr_next = default;
this.ptr_prev = default;
this.name = default;
this.ptr_mat_override = default;
this.ptr_world_override = default;
this.lay = default;
this.lay_zmask = default;
this.lay_exclude = default;
this.layflag = default;
this.passflag = default;
this.pass_xor = default;
this.samples = default;
this.pass_alpha_threshold = default;
this.ptr_prop = default;
this.freestyleConfig = default;
}
public SceneRenderLayer(SceneRenderLayer ptr_next, SceneRenderLayer ptr_prev, char[] name, Material ptr_mat_override, World ptr_world_override, int lay, int lay_zmask, int lay_exclude, int layflag, int passflag, int pass_xor, int samples, float pass_alpha_threshold, IDProperty ptr_prop, FreestyleConfig freestyleConfig) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.name = name;
this.ptr_mat_override = ptr_mat_override;
this.ptr_world_override = ptr_world_override;
this.lay = lay;
this.lay_zmask = lay_zmask;
this.lay_exclude = lay_exclude;
this.layflag = layflag;
this.passflag = passflag;
this.pass_xor = pass_xor;
this.samples = samples;
this.pass_alpha_threshold = pass_alpha_threshold;
this.ptr_prop = ptr_prop;
this.freestyleConfig = freestyleConfig;
}
}
}