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

219 lines
8.5 KiB
C#

// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
namespace BlendFile.DNA {
public class ClothSimSettings {
public LinkNode ptr_cache;
public float mingoal;
public float Cdis;
public float Cvi;
public float[] gravity = new System.Single[3];
public float dt;
public float mass;
public float structural;
public float shear;
public float bending;
public float max_bend;
public float max_struct;
public float max_shear;
public float max_sewing;
public float avg_spring_len;
public float timescale;
public float time_scale;
public float maxgoal;
public float eff_force_scale;
public float eff_wind_scale;
public float sim_time_old;
public float defgoal;
public float goalspring;
public float goalfrict;
public float velocity_smooth;
public float density_target;
public float density_strength;
public float collider_friction;
public float vel_damping;
public float shrink_min;
public float shrink_max;
public float uniform_pressure_force;
public float target_volume;
public float pressure_factor;
public float fluid_density;
public short vgroup_pressure;
public char[] _pad7 = new System.Char[6];
public float bending_damping;
public float voxel_cell_size;
public int stepsPerFrame;
public int flags;
public int preroll;
public int maxspringlen;
public short solver_type;
public short vgroup_bend;
public short vgroup_mass;
public short vgroup_struct;
public short vgroup_shrink;
public short shapekey_rest;
public short presets;
public short reset;
public EffectorWeights ptr_effector_weights;
public short bending_model;
public short vgroup_shear;
public float tension;
public float compression;
public float max_tension;
public float max_compression;
public float tension_damp;
public float compression_damp;
public float shear_damp;
public float internal_spring_max_length;
public float internal_spring_max_diversion;
public short vgroup_intern;
public char[] _pad1 = new System.Char[2];
public float internal_tension;
public float internal_compression;
public float max_internal_tension;
public float max_internal_compression;
public char[] _pad0 = new System.Char[4];
public ClothSimSettings(
LinkNode ptr_cache,
float mingoal,
float Cdis,
float Cvi,
float[] gravity,
float dt,
float mass,
float structural,
float shear,
float bending,
float max_bend,
float max_struct,
float max_shear,
float max_sewing,
float avg_spring_len,
float timescale,
float time_scale,
float maxgoal,
float eff_force_scale,
float eff_wind_scale,
float sim_time_old,
float defgoal,
float goalspring,
float goalfrict,
float velocity_smooth,
float density_target,
float density_strength,
float collider_friction,
float vel_damping,
float shrink_min,
float shrink_max,
float uniform_pressure_force,
float target_volume,
float pressure_factor,
float fluid_density,
short vgroup_pressure,
char[] _pad7,
float bending_damping,
float voxel_cell_size,
int stepsPerFrame,
int flags,
int preroll,
int maxspringlen,
short solver_type,
short vgroup_bend,
short vgroup_mass,
short vgroup_struct,
short vgroup_shrink,
short shapekey_rest,
short presets,
short reset,
EffectorWeights ptr_effector_weights,
short bending_model,
short vgroup_shear,
float tension,
float compression,
float max_tension,
float max_compression,
float tension_damp,
float compression_damp,
float shear_damp,
float internal_spring_max_length,
float internal_spring_max_diversion,
short vgroup_intern,
char[] _pad1,
float internal_tension,
float internal_compression,
float max_internal_tension,
float max_internal_compression,
char[] _pad0) {
this.ptr_cache = ptr_cache;
this.mingoal = mingoal;
this.Cdis = Cdis;
this.Cvi = Cvi;
this.gravity = gravity;
this.dt = dt;
this.mass = mass;
this.structural = structural;
this.shear = shear;
this.bending = bending;
this.max_bend = max_bend;
this.max_struct = max_struct;
this.max_shear = max_shear;
this.max_sewing = max_sewing;
this.avg_spring_len = avg_spring_len;
this.timescale = timescale;
this.time_scale = time_scale;
this.maxgoal = maxgoal;
this.eff_force_scale = eff_force_scale;
this.eff_wind_scale = eff_wind_scale;
this.sim_time_old = sim_time_old;
this.defgoal = defgoal;
this.goalspring = goalspring;
this.goalfrict = goalfrict;
this.velocity_smooth = velocity_smooth;
this.density_target = density_target;
this.density_strength = density_strength;
this.collider_friction = collider_friction;
this.vel_damping = vel_damping;
this.shrink_min = shrink_min;
this.shrink_max = shrink_max;
this.uniform_pressure_force = uniform_pressure_force;
this.target_volume = target_volume;
this.pressure_factor = pressure_factor;
this.fluid_density = fluid_density;
this.vgroup_pressure = vgroup_pressure;
this._pad7 = _pad7;
this.bending_damping = bending_damping;
this.voxel_cell_size = voxel_cell_size;
this.stepsPerFrame = stepsPerFrame;
this.flags = flags;
this.preroll = preroll;
this.maxspringlen = maxspringlen;
this.solver_type = solver_type;
this.vgroup_bend = vgroup_bend;
this.vgroup_mass = vgroup_mass;
this.vgroup_struct = vgroup_struct;
this.vgroup_shrink = vgroup_shrink;
this.shapekey_rest = shapekey_rest;
this.presets = presets;
this.reset = reset;
this.ptr_effector_weights = ptr_effector_weights;
this.bending_model = bending_model;
this.vgroup_shear = vgroup_shear;
this.tension = tension;
this.compression = compression;
this.max_tension = max_tension;
this.max_compression = max_compression;
this.tension_damp = tension_damp;
this.compression_damp = compression_damp;
this.shear_damp = shear_damp;
this.internal_spring_max_length = internal_spring_max_length;
this.internal_spring_max_diversion = internal_spring_max_diversion;
this.vgroup_intern = vgroup_intern;
this._pad1 = _pad1;
this.internal_tension = internal_tension;
this.internal_compression = internal_compression;
this.max_internal_tension = max_internal_tension;
this.max_internal_compression = max_internal_compression;
this._pad0 = _pad0;
}
}
}