Files
BlenderSharp/BlendFile/DNA/Material.cs
Samuele Lorefice 0674e6b136 - Modified DNAClassAttribute to also support usage on structs
- Added auto generation of DNAClass attributes on file generation
- Regenerated all files
2025-01-23 16:15:50 +01:00

206 lines
8.3 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")]
public class Material {
[DNAFieldAttribute(0, "ID", "id", 208)]
public ID id;
[DNAFieldAttribute(1, "AnimData", "*adt", 248)]
public AnimData ptr_adt;
[DNAFieldAttribute(2, "short", "flag", 2)]
public short flag;
[DNAFieldAttribute(3, "char", "surface_render_method", 1)]
public char surface_render_method;
[DNAFieldAttribute(4, "char", "_pad1[1]", 1)]
public char[] _pad1 = new System.Char[1];
[DNAFieldAttribute(5, "float", "r", 4)]
public float r;
[DNAFieldAttribute(6, "float", "g", 4)]
public float g;
[DNAFieldAttribute(7, "float", "b", 4)]
public float b;
[DNAFieldAttribute(8, "float", "a", 4)]
public float a;
[DNAFieldAttribute(9, "float", "specr", 4)]
public float specr;
[DNAFieldAttribute(10, "float", "specg", 4)]
public float specg;
[DNAFieldAttribute(11, "float", "specb", 4)]
public float specb;
[DNAFieldAttribute(12, "float", "alpha", 4)]
public float alpha;
[DNAFieldAttribute(13, "float", "ray_mirror", 4)]
public float ray_mirror;
[DNAFieldAttribute(14, "float", "spec", 4)]
public float spec;
[DNAFieldAttribute(15, "float", "gloss_mir", 4)]
public float gloss_mir;
[DNAFieldAttribute(16, "float", "roughness", 4)]
public float roughness;
[DNAFieldAttribute(17, "float", "metallic", 4)]
public float metallic;
[DNAFieldAttribute(18, "char", "use_nodes", 1)]
public char use_nodes;
[DNAFieldAttribute(19, "char", "pr_type", 1)]
public char pr_type;
[DNAFieldAttribute(20, "short", "pr_texture", 2)]
public short pr_texture;
[DNAFieldAttribute(21, "short", "pr_flag", 2)]
public short pr_flag;
[DNAFieldAttribute(22, "short", "index", 2)]
public short index;
[DNAFieldAttribute(23, "bNodeTree", "*nodetree", 544)]
public bNodeTree ptr_nodetree;
[DNAFieldAttribute(24, "Ipo", "*ipo", 248)]
public Ipo ptr_ipo;
[DNAFieldAttribute(25, "PreviewImage", "*preview", 48)]
public PreviewImage ptr_preview;
[DNAFieldAttribute(26, "float", "line_col[4]", 4)]
public float[] line_col = new System.Single[4];
[DNAFieldAttribute(27, "short", "line_priority", 2)]
public short line_priority;
[DNAFieldAttribute(28, "short", "vcol_alpha", 2)]
public short vcol_alpha;
[DNAFieldAttribute(29, "short", "paint_active_slot", 2)]
public short paint_active_slot;
[DNAFieldAttribute(30, "short", "paint_clone_slot", 2)]
public short paint_clone_slot;
[DNAFieldAttribute(31, "short", "tot_slots", 2)]
public short tot_slots;
[DNAFieldAttribute(32, "char", "displacement_method", 1)]
public char displacement_method;
[DNAFieldAttribute(33, "char", "thickness_mode", 1)]
public char thickness_mode;
[DNAFieldAttribute(34, "float", "alpha_threshold", 4)]
public float alpha_threshold;
[DNAFieldAttribute(35, "float", "refract_depth", 4)]
public float refract_depth;
[DNAFieldAttribute(36, "char", "blend_method", 1)]
public char blend_method;
[DNAFieldAttribute(37, "char", "blend_shadow", 1)]
public char blend_shadow;
[DNAFieldAttribute(38, "char", "blend_flag", 1)]
public char blend_flag;
[DNAFieldAttribute(39, "char", "volume_intersection_method", 1)]
public char volume_intersection_method;
[DNAFieldAttribute(40, "float", "inflate_bounds", 4)]
public float inflate_bounds;
[DNAFieldAttribute(41, "char", "_pad3[4]", 1)]
public char[] _pad3 = new System.Char[4];
[DNAFieldAttribute(42, "TexPaintSlot", "*texpaintslot", 40)]
public TexPaintSlot ptr_texpaintslot;
[DNAFieldAttribute(43, "ListBase", "gpumaterial", 16)]
public ListBase gpumaterial;
[DNAFieldAttribute(44, "MaterialGPencilStyle", "*gp_style", 152)]
public MaterialGPencilStyle ptr_gp_style;
[DNAFieldAttribute(45, "MaterialLineArt", "lineart", 8)]
public MaterialLineArt lineart;
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;
}
}
}