Files
BlenderSharp/BlendFile/DNA/DynamicPaintBrushSettings.cs
2025-03-12 19:02:40 +01:00

134 lines
5.5 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(232, "DynamicPaintBrushSettings", 96)]
public class DynamicPaintBrushSettings {
[DNAFieldAttribute(8, "DynamicPaintModifierData", 0, "*pmd", "DynamicPaintModifierData", true, 0)]
public DynamicPaintModifierData pmd;
[DNAFieldAttribute(8, "ParticleSystem", 1, "*psys", "ParticleSystem", true, 8)]
public ParticleSystem psys;
[DNAFieldAttribute(4, "int", 2, "flags", "int", false, 16)]
public int flags;
[DNAFieldAttribute(4, "int", 3, "collision", "int", false, 20)]
public int collision;
[DNAFieldAttribute(4, "float", 4, "r", "float", false, 24)]
public float r;
[DNAFieldAttribute(4, "float", 5, "g", "float", false, 28)]
public float g;
[DNAFieldAttribute(4, "float", 6, "b", "float", false, 32)]
public float b;
[DNAFieldAttribute(4, "float", 7, "alpha", "float", false, 36)]
public float alpha;
[DNAFieldAttribute(4, "float", 8, "wetness", "float", false, 40)]
public float wetness;
[DNAFieldAttribute(4, "float", 9, "particle_radius", "float", false, 44)]
public float particle_radius;
[DNAFieldAttribute(4, "float", 10, "particle_smooth", "float", false, 48)]
public float particle_smooth;
[DNAFieldAttribute(4, "float", 11, "paint_distance", "float", false, 52)]
public float paint_distance;
[DNAFieldAttribute(8, "ColorBand", 12, "*paint_ramp", "ColorBand", true, 56)]
public ColorBand paint_ramp;
[DNAFieldAttribute(8, "ColorBand", 13, "*vel_ramp", "ColorBand", true, 64)]
public ColorBand vel_ramp;
[DNAFieldAttribute(2, "short", 14, "proximity_falloff", "short", false, 72)]
public short proximity_falloff;
[DNAFieldAttribute(2, "short", 15, "wave_type", "short", false, 74)]
public short wave_type;
[DNAFieldAttribute(2, "short", 16, "ray_dir", "short", false, 76)]
public short ray_dir;
[DNAArrayAttribute(2, "char", 17, "_pad[2]", "System.Char[]", 2, false, 78)]
public char[] _pad = new System.Char[2];
[DNAFieldAttribute(4, "float", 18, "wave_factor", "float", false, 80)]
public float wave_factor;
[DNAFieldAttribute(4, "float", 19, "wave_clamp", "float", false, 84)]
public float wave_clamp;
[DNAFieldAttribute(4, "float", 20, "max_velocity", "float", false, 88)]
public float max_velocity;
[DNAFieldAttribute(4, "float", 21, "smudge_strength", "float", false, 92)]
public float smudge_strength;
public DynamicPaintBrushSettings() {
this.pmd = default;
this.psys = default;
this.flags = default;
this.collision = default;
this.r = default;
this.g = default;
this.b = default;
this.alpha = default;
this.wetness = default;
this.particle_radius = default;
this.particle_smooth = default;
this.paint_distance = default;
this.paint_ramp = default;
this.vel_ramp = default;
this.proximity_falloff = default;
this.wave_type = default;
this.ray_dir = default;
this._pad = default;
this.wave_factor = default;
this.wave_clamp = default;
this.max_velocity = default;
this.smudge_strength = default;
}
public DynamicPaintBrushSettings(
DynamicPaintModifierData pmd,
ParticleSystem psys,
int flags,
int collision,
float r,
float g,
float b,
float alpha,
float wetness,
float particle_radius,
float particle_smooth,
float paint_distance,
ColorBand paint_ramp,
ColorBand vel_ramp,
short proximity_falloff,
short wave_type,
short ray_dir,
char[] _pad,
float wave_factor,
float wave_clamp,
float max_velocity,
float smudge_strength) {
this.pmd = pmd;
this.psys = psys;
this.flags = flags;
this.collision = collision;
this.r = r;
this.g = g;
this.b = b;
this.alpha = alpha;
this.wetness = wetness;
this.particle_radius = particle_radius;
this.particle_smooth = particle_smooth;
this.paint_distance = paint_distance;
this.paint_ramp = paint_ramp;
this.vel_ramp = vel_ramp;
this.proximity_falloff = proximity_falloff;
this.wave_type = wave_type;
this.ray_dir = ray_dir;
this._pad = _pad;
this.wave_factor = wave_factor;
this.wave_clamp = wave_clamp;
this.max_velocity = max_velocity;
this.smudge_strength = smudge_strength;
}
}
}