Files
BlenderSharp/BlendFile/DNA/NodeShaderTexPointDensity.cs
2025-03-04 18:48:04 +01:00

76 lines
3.4 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(651, "NodeShaderTexPointDensity", 1232)]
public class NodeShaderTexPointDensity {
[DNAFieldAttribute(960, "NodeTexBase", 0, "base", "NodeTexBase", false, 0)]
public NodeTexBase @base;
[DNAFieldAttribute(2, "short", 1, "point_source", "short", false, 960)]
public short point_source;
[DNAFieldAttribute(2, "char", 2, "_pad[2]", "System.Char[]", false, 962)]
public char[] _pad = new System.Char[2];
[DNAFieldAttribute(4, "int", 3, "particle_system", "int", false, 964)]
public int particle_system;
[DNAFieldAttribute(4, "float", 4, "radius", "float", false, 968)]
public float radius;
[DNAFieldAttribute(4, "int", 5, "resolution", "int", false, 972)]
public int resolution;
[DNAFieldAttribute(2, "short", 6, "space", "short", false, 976)]
public short space;
[DNAFieldAttribute(2, "short", 7, "interpolation", "short", false, 978)]
public short interpolation;
[DNAFieldAttribute(2, "short", 8, "color_source", "short", false, 980)]
public short color_source;
[DNAFieldAttribute(2, "short", 9, "ob_color_source", "short", false, 982)]
public short ob_color_source;
[DNAFieldAttribute(176, "PointDensity", 10, "pd", "PointDensity", false, 984)]
public PointDensity pd;
[DNAFieldAttribute(4, "int", 11, "cached_resolution", "int", false, 1160)]
public int cached_resolution;
[DNAFieldAttribute(68, "char", 12, "vertex_attribute_name[68]", "System.Char[]", false, 1164)]
public char[] vertex_attribute_name = new System.Char[68];
public NodeShaderTexPointDensity() {
this.@base = default;
this.point_source = default;
this._pad = default;
this.particle_system = default;
this.radius = default;
this.resolution = default;
this.space = default;
this.interpolation = default;
this.color_source = default;
this.ob_color_source = default;
this.pd = default;
this.cached_resolution = default;
this.vertex_attribute_name = default;
}
public NodeShaderTexPointDensity(NodeTexBase @base, short point_source, char[] _pad, int particle_system, float radius, int resolution, short space, short interpolation, short color_source, short ob_color_source, PointDensity pd, int cached_resolution, char[] vertex_attribute_name) {
this.@base = @base;
this.point_source = point_source;
this._pad = _pad;
this.particle_system = particle_system;
this.radius = radius;
this.resolution = resolution;
this.space = space;
this.interpolation = interpolation;
this.color_source = color_source;
this.ob_color_source = ob_color_source;
this.pd = pd;
this.cached_resolution = cached_resolution;
this.vertex_attribute_name = vertex_attribute_name;
}
}
}