Files
BlenderSharp/BlendFile/DNA/SubdivGpencilModifierData.cs
2025-02-18 18:16:57 +01:00

64 lines
2.6 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(277, "SubdivGpencilModifierData")]
public class SubdivGpencilModifierData {
[DNAFieldAttribute(0, "GpencilModifierData", "modifier", "GpencilModifierData", 104)]
public GpencilModifierData modifier;
[DNAFieldAttribute(1, "Material", "*material", "Material", 392)]
public Material ptr_material;
[DNAFieldAttribute(2, "char", "layername[64]", "System.Char[]", 1)]
public char[] layername = new System.Char[64];
[DNAFieldAttribute(3, "char", "materialname[64]", "System.Char[]", 1)]
public char[] materialname = new System.Char[64];
[DNAFieldAttribute(4, "int", "pass_index", "int", 4)]
public int pass_index;
[DNAFieldAttribute(5, "int", "flag", "int", 4)]
public int flag;
[DNAFieldAttribute(6, "int", "level", "int", 4)]
public int level;
[DNAFieldAttribute(7, "int", "layer_pass", "int", 4)]
public int layer_pass;
[DNAFieldAttribute(8, "short", "type", "short", 2)]
public short type;
[DNAFieldAttribute(9, "char", "_pad[6]", "System.Char[]", 1)]
public char[] _pad = new System.Char[6];
public SubdivGpencilModifierData() {
this.modifier = default;
this.ptr_material = default;
this.layername = default;
this.materialname = default;
this.pass_index = default;
this.flag = default;
this.level = default;
this.layer_pass = default;
this.type = default;
this._pad = default;
}
public SubdivGpencilModifierData(GpencilModifierData modifier, Material ptr_material, char[] layername, char[] materialname, int pass_index, int flag, int level, int layer_pass, short type, char[] _pad) {
this.modifier = modifier;
this.ptr_material = ptr_material;
this.layername = layername;
this.materialname = materialname;
this.pass_index = pass_index;
this.flag = flag;
this.level = level;
this.layer_pass = layer_pass;
this.type = type;
this._pad = _pad;
}
}
}