Files
BlenderSharp/BlendFile/DNA/Material.cs
2025-03-12 19:02:40 +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(208, "ID", 0, "id", "ID", false, 0)]
public ID id;
[DNAFieldAttribute(8, "AnimData", 1, "*adt", "AnimData", true, 208)]
public AnimData adt;
[DNAFieldAttribute(2, "short", 2, "flag", "short", false, 216)]
public short flag;
[DNAFieldAttribute(1, "char", 3, "surface_render_method", "char", false, 218)]
public char surface_render_method;
[DNAArrayAttribute(1, "char", 4, "_pad1[1]", "System.Char[]", 1, false, 219)]
public char[] _pad1 = new System.Char[1];
[DNAFieldAttribute(4, "float", 5, "r", "float", false, 220)]
public float r;
[DNAFieldAttribute(4, "float", 6, "g", "float", false, 224)]
public float g;
[DNAFieldAttribute(4, "float", 7, "b", "float", false, 228)]
public float b;
[DNAFieldAttribute(4, "float", 8, "a", "float", false, 232)]
public float a;
[DNAFieldAttribute(4, "float", 9, "specr", "float", false, 236)]
public float specr;
[DNAFieldAttribute(4, "float", 10, "specg", "float", false, 240)]
public float specg;
[DNAFieldAttribute(4, "float", 11, "specb", "float", false, 244)]
public float specb;
[DNAFieldAttribute(4, "float", 12, "alpha", "float", false, 248)]
public float alpha;
[DNAFieldAttribute(4, "float", 13, "ray_mirror", "float", false, 252)]
public float ray_mirror;
[DNAFieldAttribute(4, "float", 14, "spec", "float", false, 256)]
public float spec;
[DNAFieldAttribute(4, "float", 15, "gloss_mir", "float", false, 260)]
public float gloss_mir;
[DNAFieldAttribute(4, "float", 16, "roughness", "float", false, 264)]
public float roughness;
[DNAFieldAttribute(4, "float", 17, "metallic", "float", false, 268)]
public float metallic;
[DNAFieldAttribute(1, "char", 18, "use_nodes", "char", false, 272)]
public char use_nodes;
[DNAFieldAttribute(1, "char", 19, "pr_type", "char", false, 273)]
public char pr_type;
[DNAFieldAttribute(2, "short", 20, "pr_texture", "short", false, 274)]
public short pr_texture;
[DNAFieldAttribute(2, "short", 21, "pr_flag", "short", false, 276)]
public short pr_flag;
[DNAFieldAttribute(2, "short", 22, "index", "short", false, 278)]
public short index;
[DNAFieldAttribute(8, "bNodeTree", 23, "*nodetree", "bNodeTree", true, 280)]
public bNodeTree nodetree;
[DNAFieldAttribute(8, "Ipo", 24, "*ipo", "Ipo", true, 288)]
public Ipo ipo;
[DNAFieldAttribute(8, "PreviewImage", 25, "*preview", "PreviewImage", true, 296)]
public PreviewImage preview;
[DNAArrayAttribute(16, "float", 26, "line_col[4]", "System.Single[]", 4, false, 304)]
public float[] line_col = new System.Single[4];
[DNAFieldAttribute(2, "short", 27, "line_priority", "short", false, 320)]
public short line_priority;
[DNAFieldAttribute(2, "short", 28, "vcol_alpha", "short", false, 322)]
public short vcol_alpha;
[DNAFieldAttribute(2, "short", 29, "paint_active_slot", "short", false, 324)]
public short paint_active_slot;
[DNAFieldAttribute(2, "short", 30, "paint_clone_slot", "short", false, 326)]
public short paint_clone_slot;
[DNAFieldAttribute(2, "short", 31, "tot_slots", "short", false, 328)]
public short tot_slots;
[DNAFieldAttribute(1, "char", 32, "displacement_method", "char", false, 330)]
public char displacement_method;
[DNAFieldAttribute(1, "char", 33, "thickness_mode", "char", false, 331)]
public char thickness_mode;
[DNAFieldAttribute(4, "float", 34, "alpha_threshold", "float", false, 332)]
public float alpha_threshold;
[DNAFieldAttribute(4, "float", 35, "refract_depth", "float", false, 336)]
public float refract_depth;
[DNAFieldAttribute(1, "char", 36, "blend_method", "char", false, 340)]
public char blend_method;
[DNAFieldAttribute(1, "char", 37, "blend_shadow", "char", false, 341)]
public char blend_shadow;
[DNAFieldAttribute(1, "char", 38, "blend_flag", "char", false, 342)]
public char blend_flag;
[DNAFieldAttribute(1, "char", 39, "volume_intersection_method", "char", false, 343)]
public char volume_intersection_method;
[DNAFieldAttribute(4, "float", 40, "inflate_bounds", "float", false, 344)]
public float inflate_bounds;
[DNAArrayAttribute(4, "char", 41, "_pad3[4]", "System.Char[]", 4, false, 348)]
public char[] _pad3 = new System.Char[4];
[DNAFieldAttribute(8, "TexPaintSlot", 42, "*texpaintslot", "TexPaintSlot", true, 352)]
public TexPaintSlot texpaintslot;
[DNAFieldAttribute(16, "ListBase", 43, "gpumaterial", "ListBase", false, 360)]
public ListBase gpumaterial;
[DNAFieldAttribute(8, "MaterialGPencilStyle", 44, "*gp_style", "MaterialGPencilStyle", true, 376)]
public MaterialGPencilStyle gp_style;
[DNAFieldAttribute(8, "MaterialLineArt", 45, "lineart", "MaterialLineArt", false, 384)]
public MaterialLineArt lineart;
public Material() {
this.id = default;
this.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.nodetree = default;
this.ipo = default;
this.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.texpaintslot = default;
this.gpumaterial = default;
this.gp_style = default;
this.lineart = default;
}
public Material(
ID id,
AnimData 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 nodetree,
Ipo ipo,
PreviewImage 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 texpaintslot,
ListBase gpumaterial,
MaterialGPencilStyle gp_style,
MaterialLineArt lineart) {
this.id = id;
this.adt = 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.nodetree = nodetree;
this.ipo = ipo;
this.preview = 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.texpaintslot = texpaintslot;
this.gpumaterial = gpumaterial;
this.gp_style = gp_style;
this.lineart = lineart;
}
}
}