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armorpaint/Sources/arm/ProjectFormat.hx
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package arm;
import zui.Nodes;
import iron.data.SceneFormat;
typedef TProjectFormat = {
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public var version: String;
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@:optional public var brush_nodes: Array<TNodeCanvas>;
@:optional public var brush_icons: Array<haxe.io.Bytes>;
@:optional public var material_nodes: Array<TNodeCanvas>;
@:optional public var material_icons: Array<haxe.io.Bytes>;
@:optional public var assets: Array<String>; // texture_assets
@:optional public var layer_datas: Array<TLayerData>;
@:optional public var mesh_datas: Array<TMeshData>;
@:optional public var mesh_assets: Array<String>;
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@:optional public var is_bgra: Null<Bool>; // Swapped red and blue channels for layer textures
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}
typedef TLayerData = {
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public var name: String;
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public var res: Int; // Width pixels
public var bpp: Int; // Bits per pixel
public var texpaint: haxe.io.Bytes;
public var texpaint_nor: haxe.io.Bytes;
public var texpaint_pack: haxe.io.Bytes;
public var texpaint_mask: haxe.io.Bytes;
public var uv_scale: Float;
public var uv_rot: Float;
public var uv_type: Int;
public var opacity_mask: Float;
public var material_mask: Int;
public var object_mask: Int;
public var blending: Int;
public var parent: Int;
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public var visible: Bool;
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public var paint_base: Bool;
public var paint_opac: Bool;
public var paint_occ: Bool;
public var paint_rough: Bool;
public var paint_met: Bool;
public var paint_nor: Bool;
public var paint_height: Bool;
public var paint_emis: Bool;
public var paint_subs: Bool;
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}
typedef TAsset = {
public var id: Int;
public var name: String;
public var file: String;
}