Added Generation Output
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167
BlendFile/DNA/Bone.cs
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167
BlendFile/DNA/Bone.cs
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// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
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namespace BlendFile.DNA {
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public class Bone {
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public Bone ptr_next;
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public Bone ptr_prev;
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public IDProperty ptr_prop;
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public Bone ptr_parent;
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public ListBase childbase;
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public char[] name = new System.Char[64];
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public float roll;
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public float[] head = new System.Single[3];
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public float[] tail = new System.Single[3];
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public float[,] bone_mat = new System.Single[3][3];
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public int flag;
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public char[] _pad1 = new System.Char[4];
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public BoneColor color;
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public char inherit_scale_mode;
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public char[] _pad = new System.Char[3];
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public float[] arm_head = new System.Single[3];
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public float[] arm_tail = new System.Single[3];
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public float[,] arm_mat = new System.Single[4][4];
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public float arm_roll;
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public float dist;
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public float weight;
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public float xwidth;
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public float length;
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public float zwidth;
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public float rad_head;
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public float rad_tail;
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public float roll1;
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public float roll2;
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public float curveInX;
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public float curveInY;
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public float curveOutX;
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public float curveOutY;
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public float ease1;
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public float ease2;
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public float scaleIn;
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public float scale_in_y;
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public float scaleOut;
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public float scale_out_y;
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public float[] scale_in = new System.Single[3];
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public float[] scale_out = new System.Single[3];
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public float[] size = new System.Single[3];
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public int layer;
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public short segments;
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public char bbone_mapping_mode;
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public char[] _pad2 = new System.Char[7];
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public char bbone_prev_type;
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public char bbone_next_type;
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public int bbone_flag;
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public short bbone_prev_flag;
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public short bbone_next_flag;
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public Bone ptr_bbone_prev;
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public Bone ptr_bbone_next;
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public Bone_Runtime runtime;
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public Bone(
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Bone ptr_next,
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Bone ptr_prev,
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IDProperty ptr_prop,
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Bone ptr_parent,
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ListBase childbase,
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char[] name,
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float roll,
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float[] head,
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float[] tail,
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float[,] bone_mat,
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int flag,
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char[] _pad1,
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BoneColor color,
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char inherit_scale_mode,
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char[] _pad,
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float[] arm_head,
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float[] arm_tail,
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float[,] arm_mat,
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float arm_roll,
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float dist,
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float weight,
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float xwidth,
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float length,
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float zwidth,
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float rad_head,
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float rad_tail,
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float roll1,
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float roll2,
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float curveInX,
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float curveInY,
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float curveOutX,
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float curveOutY,
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float ease1,
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float ease2,
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float scaleIn,
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float scale_in_y,
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float scaleOut,
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float scale_out_y,
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float[] scale_in,
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float[] scale_out,
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float[] size,
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int layer,
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short segments,
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char bbone_mapping_mode,
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char[] _pad2,
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char bbone_prev_type,
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char bbone_next_type,
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int bbone_flag,
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short bbone_prev_flag,
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short bbone_next_flag,
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Bone ptr_bbone_prev,
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Bone ptr_bbone_next,
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Bone_Runtime runtime) {
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this.ptr_next = ptr_next;
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this.ptr_prev = ptr_prev;
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this.ptr_prop = ptr_prop;
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this.ptr_parent = ptr_parent;
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this.childbase = childbase;
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this.name = name;
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this.roll = roll;
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this.head = head;
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this.tail = tail;
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this.bone_mat = bone_mat;
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this.flag = flag;
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this._pad1 = _pad1;
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this.color = color;
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this.inherit_scale_mode = inherit_scale_mode;
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this._pad = _pad;
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this.arm_head = arm_head;
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this.arm_tail = arm_tail;
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this.arm_mat = arm_mat;
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this.arm_roll = arm_roll;
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this.dist = dist;
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this.weight = weight;
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this.xwidth = xwidth;
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this.length = length;
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this.zwidth = zwidth;
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this.rad_head = rad_head;
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this.rad_tail = rad_tail;
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this.roll1 = roll1;
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this.roll2 = roll2;
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this.curveInX = curveInX;
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this.curveInY = curveInY;
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this.curveOutX = curveOutX;
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this.curveOutY = curveOutY;
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this.ease1 = ease1;
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this.ease2 = ease2;
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this.scaleIn = scaleIn;
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this.scale_in_y = scale_in_y;
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this.scaleOut = scaleOut;
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this.scale_out_y = scale_out_y;
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this.scale_in = scale_in;
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this.scale_out = scale_out;
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this.size = size;
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this.layer = layer;
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this.segments = segments;
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this.bbone_mapping_mode = bbone_mapping_mode;
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this._pad2 = _pad2;
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this.bbone_prev_type = bbone_prev_type;
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this.bbone_next_type = bbone_next_type;
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this.bbone_flag = bbone_flag;
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this.bbone_prev_flag = bbone_prev_flag;
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this.bbone_next_flag = bbone_next_flag;
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this.ptr_bbone_prev = ptr_bbone_prev;
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this.ptr_bbone_next = ptr_bbone_next;
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this.runtime = runtime;
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}
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}
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}
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