Files
BlenderSharp/BlendFile/DNA/BrushGpencilSettings.cs
2025-01-22 02:23:29 +01:00

174 lines
7.2 KiB
C#

// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
namespace BlendFile.DNA {
public class BrushGpencilSettings {
public float draw_smoothfac;
public float fill_factor;
public float draw_strength;
public float draw_jitter;
public float draw_angle;
public float draw_angle_factor;
public float draw_random_press;
public float draw_random_strength;
public short draw_smoothlvl;
public short draw_subdivide;
public short fill_layer_mode;
public short fill_direction;
public float fill_threshold;
public char[] _pad2 = new System.Char[2];
public int8_t caps_type;
public char[] _pad = new System.Char[1];
public int flag2;
public int fill_simplylvl;
public int fill_draw_mode;
public int fill_extend_mode;
public int input_samples;
public float uv_random;
public int brush_type;
public int eraser_mode;
public float active_smooth;
public float era_strength_f;
public float era_thickness_f;
public int flag;
public float gradient_f;
public float[] gradient_s = new System.Single[2];
public float simplify_f;
public float vertex_factor;
public int vertex_mode;
public int sculpt_flag;
public int sculpt_mode_flag;
public short preset_type;
public short brush_draw_mode;
public float random_hue;
public float random_saturation;
public float random_value;
public float fill_extend_fac;
public int dilate_pixels;
public CurveMapping ptr_curve_sensitivity;
public CurveMapping ptr_curve_strength;
public CurveMapping ptr_curve_jitter;
public CurveMapping ptr_curve_rand_pressure;
public CurveMapping ptr_curve_rand_strength;
public CurveMapping ptr_curve_rand_uv;
public CurveMapping ptr_curve_rand_hue;
public CurveMapping ptr_curve_rand_saturation;
public CurveMapping ptr_curve_rand_value;
public float outline_fac;
public float simplify_px;
public Material ptr_material;
public Material ptr_material_alt;
public BrushGpencilSettings(
float draw_smoothfac,
float fill_factor,
float draw_strength,
float draw_jitter,
float draw_angle,
float draw_angle_factor,
float draw_random_press,
float draw_random_strength,
short draw_smoothlvl,
short draw_subdivide,
short fill_layer_mode,
short fill_direction,
float fill_threshold,
char[] _pad2,
int8_t caps_type,
char[] _pad,
int flag2,
int fill_simplylvl,
int fill_draw_mode,
int fill_extend_mode,
int input_samples,
float uv_random,
int brush_type,
int eraser_mode,
float active_smooth,
float era_strength_f,
float era_thickness_f,
int flag,
float gradient_f,
float[] gradient_s,
float simplify_f,
float vertex_factor,
int vertex_mode,
int sculpt_flag,
int sculpt_mode_flag,
short preset_type,
short brush_draw_mode,
float random_hue,
float random_saturation,
float random_value,
float fill_extend_fac,
int dilate_pixels,
CurveMapping ptr_curve_sensitivity,
CurveMapping ptr_curve_strength,
CurveMapping ptr_curve_jitter,
CurveMapping ptr_curve_rand_pressure,
CurveMapping ptr_curve_rand_strength,
CurveMapping ptr_curve_rand_uv,
CurveMapping ptr_curve_rand_hue,
CurveMapping ptr_curve_rand_saturation,
CurveMapping ptr_curve_rand_value,
float outline_fac,
float simplify_px,
Material ptr_material,
Material ptr_material_alt) {
this.draw_smoothfac = draw_smoothfac;
this.fill_factor = fill_factor;
this.draw_strength = draw_strength;
this.draw_jitter = draw_jitter;
this.draw_angle = draw_angle;
this.draw_angle_factor = draw_angle_factor;
this.draw_random_press = draw_random_press;
this.draw_random_strength = draw_random_strength;
this.draw_smoothlvl = draw_smoothlvl;
this.draw_subdivide = draw_subdivide;
this.fill_layer_mode = fill_layer_mode;
this.fill_direction = fill_direction;
this.fill_threshold = fill_threshold;
this._pad2 = _pad2;
this.caps_type = caps_type;
this._pad = _pad;
this.flag2 = flag2;
this.fill_simplylvl = fill_simplylvl;
this.fill_draw_mode = fill_draw_mode;
this.fill_extend_mode = fill_extend_mode;
this.input_samples = input_samples;
this.uv_random = uv_random;
this.brush_type = brush_type;
this.eraser_mode = eraser_mode;
this.active_smooth = active_smooth;
this.era_strength_f = era_strength_f;
this.era_thickness_f = era_thickness_f;
this.flag = flag;
this.gradient_f = gradient_f;
this.gradient_s = gradient_s;
this.simplify_f = simplify_f;
this.vertex_factor = vertex_factor;
this.vertex_mode = vertex_mode;
this.sculpt_flag = sculpt_flag;
this.sculpt_mode_flag = sculpt_mode_flag;
this.preset_type = preset_type;
this.brush_draw_mode = brush_draw_mode;
this.random_hue = random_hue;
this.random_saturation = random_saturation;
this.random_value = random_value;
this.fill_extend_fac = fill_extend_fac;
this.dilate_pixels = dilate_pixels;
this.ptr_curve_sensitivity = ptr_curve_sensitivity;
this.ptr_curve_strength = ptr_curve_strength;
this.ptr_curve_jitter = ptr_curve_jitter;
this.ptr_curve_rand_pressure = ptr_curve_rand_pressure;
this.ptr_curve_rand_strength = ptr_curve_rand_strength;
this.ptr_curve_rand_uv = ptr_curve_rand_uv;
this.ptr_curve_rand_hue = ptr_curve_rand_hue;
this.ptr_curve_rand_saturation = ptr_curve_rand_saturation;
this.ptr_curve_rand_value = ptr_curve_rand_value;
this.outline_fac = outline_fac;
this.simplify_px = simplify_px;
this.ptr_material = ptr_material;
this.ptr_material_alt = ptr_material_alt;
}
}
}