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

139 lines
5.9 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(124, "BoidSettings", 104)]
public class BoidSettings {
[DNAFieldAttribute(4, "int", 0, "options", "int", false, 0)]
public int options;
[DNAFieldAttribute(4, "int", 1, "last_state_id", "int", false, 4)]
public int last_state_id;
[DNAFieldAttribute(4, "float", 2, "landing_smoothness", "float", false, 8)]
public float landing_smoothness;
[DNAFieldAttribute(4, "float", 3, "height", "float", false, 12)]
public float height;
[DNAFieldAttribute(4, "float", 4, "banking", "float", false, 16)]
public float banking;
[DNAFieldAttribute(4, "float", 5, "pitch", "float", false, 20)]
public float pitch;
[DNAFieldAttribute(4, "float", 6, "health", "float", false, 24)]
public float health;
[DNAFieldAttribute(4, "float", 7, "aggression", "float", false, 28)]
public float aggression;
[DNAFieldAttribute(4, "float", 8, "strength", "float", false, 32)]
public float strength;
[DNAFieldAttribute(4, "float", 9, "accuracy", "float", false, 36)]
public float accuracy;
[DNAFieldAttribute(4, "float", 10, "range", "float", false, 40)]
public float range;
[DNAFieldAttribute(4, "float", 11, "air_min_speed", "float", false, 44)]
public float air_min_speed;
[DNAFieldAttribute(4, "float", 12, "air_max_speed", "float", false, 48)]
public float air_max_speed;
[DNAFieldAttribute(4, "float", 13, "air_max_acc", "float", false, 52)]
public float air_max_acc;
[DNAFieldAttribute(4, "float", 14, "air_max_ave", "float", false, 56)]
public float air_max_ave;
[DNAFieldAttribute(4, "float", 15, "air_personal_space", "float", false, 60)]
public float air_personal_space;
[DNAFieldAttribute(4, "float", 16, "land_jump_speed", "float", false, 64)]
public float land_jump_speed;
[DNAFieldAttribute(4, "float", 17, "land_max_speed", "float", false, 68)]
public float land_max_speed;
[DNAFieldAttribute(4, "float", 18, "land_max_acc", "float", false, 72)]
public float land_max_acc;
[DNAFieldAttribute(4, "float", 19, "land_max_ave", "float", false, 76)]
public float land_max_ave;
[DNAFieldAttribute(4, "float", 20, "land_personal_space", "float", false, 80)]
public float land_personal_space;
[DNAFieldAttribute(4, "float", 21, "land_stick_force", "float", false, 84)]
public float land_stick_force;
[DNAFieldAttribute(16, "ListBase", 22, "states", "ListBase", false, 88)]
public ListBase states;
public BoidSettings() {
this.options = default;
this.last_state_id = default;
this.landing_smoothness = default;
this.height = default;
this.banking = default;
this.pitch = default;
this.health = default;
this.aggression = default;
this.strength = default;
this.accuracy = default;
this.range = default;
this.air_min_speed = default;
this.air_max_speed = default;
this.air_max_acc = default;
this.air_max_ave = default;
this.air_personal_space = default;
this.land_jump_speed = default;
this.land_max_speed = default;
this.land_max_acc = default;
this.land_max_ave = default;
this.land_personal_space = default;
this.land_stick_force = default;
this.states = default;
}
public BoidSettings(
int options,
int last_state_id,
float landing_smoothness,
float height,
float banking,
float pitch,
float health,
float aggression,
float strength,
float accuracy,
float range,
float air_min_speed,
float air_max_speed,
float air_max_acc,
float air_max_ave,
float air_personal_space,
float land_jump_speed,
float land_max_speed,
float land_max_acc,
float land_max_ave,
float land_personal_space,
float land_stick_force,
ListBase states) {
this.options = options;
this.last_state_id = last_state_id;
this.landing_smoothness = landing_smoothness;
this.height = height;
this.banking = banking;
this.pitch = pitch;
this.health = health;
this.aggression = aggression;
this.strength = strength;
this.accuracy = accuracy;
this.range = range;
this.air_min_speed = air_min_speed;
this.air_max_speed = air_max_speed;
this.air_max_acc = air_max_acc;
this.air_max_ave = air_max_ave;
this.air_personal_space = air_personal_space;
this.land_jump_speed = land_jump_speed;
this.land_max_speed = land_max_speed;
this.land_max_acc = land_max_acc;
this.land_max_ave = land_max_ave;
this.land_personal_space = land_personal_space;
this.land_stick_force = land_stick_force;
this.states = states;
}
}
}