Added Generation Output
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218
BlendFile/DNA/ClothSimSettings.cs
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218
BlendFile/DNA/ClothSimSettings.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 ClothSimSettings {
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public LinkNode ptr_cache;
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public float mingoal;
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public float Cdis;
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public float Cvi;
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public float[] gravity = new System.Single[3];
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public float dt;
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public float mass;
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public float structural;
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public float shear;
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public float bending;
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public float max_bend;
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public float max_struct;
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public float max_shear;
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public float max_sewing;
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public float avg_spring_len;
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public float timescale;
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public float time_scale;
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public float maxgoal;
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public float eff_force_scale;
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public float eff_wind_scale;
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public float sim_time_old;
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public float defgoal;
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public float goalspring;
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public float goalfrict;
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public float velocity_smooth;
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public float density_target;
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public float density_strength;
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public float collider_friction;
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public float vel_damping;
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public float shrink_min;
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public float shrink_max;
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public float uniform_pressure_force;
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public float target_volume;
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public float pressure_factor;
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public float fluid_density;
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public short vgroup_pressure;
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public char[] _pad7 = new System.Char[6];
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public float bending_damping;
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public float voxel_cell_size;
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public int stepsPerFrame;
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public int flags;
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public int preroll;
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public int maxspringlen;
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public short solver_type;
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public short vgroup_bend;
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public short vgroup_mass;
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public short vgroup_struct;
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public short vgroup_shrink;
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public short shapekey_rest;
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public short presets;
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public short reset;
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public EffectorWeights ptr_effector_weights;
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public short bending_model;
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public short vgroup_shear;
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public float tension;
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public float compression;
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public float max_tension;
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public float max_compression;
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public float tension_damp;
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public float compression_damp;
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public float shear_damp;
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public float internal_spring_max_length;
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public float internal_spring_max_diversion;
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public short vgroup_intern;
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public char[] _pad1 = new System.Char[2];
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public float internal_tension;
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public float internal_compression;
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public float max_internal_tension;
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public float max_internal_compression;
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public char[] _pad0 = new System.Char[4];
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public ClothSimSettings(
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LinkNode ptr_cache,
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float mingoal,
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float Cdis,
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float Cvi,
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float[] gravity,
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float dt,
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float mass,
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float structural,
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float shear,
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float bending,
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float max_bend,
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float max_struct,
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float max_shear,
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float max_sewing,
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float avg_spring_len,
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float timescale,
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float time_scale,
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float maxgoal,
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float eff_force_scale,
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float eff_wind_scale,
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float sim_time_old,
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float defgoal,
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float goalspring,
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float goalfrict,
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float velocity_smooth,
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float density_target,
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float density_strength,
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float collider_friction,
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float vel_damping,
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float shrink_min,
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float shrink_max,
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float uniform_pressure_force,
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float target_volume,
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float pressure_factor,
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float fluid_density,
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short vgroup_pressure,
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char[] _pad7,
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float bending_damping,
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float voxel_cell_size,
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int stepsPerFrame,
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int flags,
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int preroll,
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int maxspringlen,
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short solver_type,
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short vgroup_bend,
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short vgroup_mass,
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short vgroup_struct,
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short vgroup_shrink,
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short shapekey_rest,
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short presets,
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short reset,
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EffectorWeights ptr_effector_weights,
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short bending_model,
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short vgroup_shear,
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float tension,
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float compression,
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float max_tension,
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float max_compression,
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float tension_damp,
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float compression_damp,
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float shear_damp,
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float internal_spring_max_length,
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float internal_spring_max_diversion,
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short vgroup_intern,
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char[] _pad1,
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float internal_tension,
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float internal_compression,
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float max_internal_tension,
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float max_internal_compression,
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char[] _pad0) {
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this.ptr_cache = ptr_cache;
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this.mingoal = mingoal;
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this.Cdis = Cdis;
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this.Cvi = Cvi;
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this.gravity = gravity;
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this.dt = dt;
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this.mass = mass;
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this.structural = structural;
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this.shear = shear;
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this.bending = bending;
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this.max_bend = max_bend;
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this.max_struct = max_struct;
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this.max_shear = max_shear;
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this.max_sewing = max_sewing;
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this.avg_spring_len = avg_spring_len;
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this.timescale = timescale;
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this.time_scale = time_scale;
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this.maxgoal = maxgoal;
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this.eff_force_scale = eff_force_scale;
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this.eff_wind_scale = eff_wind_scale;
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this.sim_time_old = sim_time_old;
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this.defgoal = defgoal;
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this.goalspring = goalspring;
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this.goalfrict = goalfrict;
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this.velocity_smooth = velocity_smooth;
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this.density_target = density_target;
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this.density_strength = density_strength;
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this.collider_friction = collider_friction;
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this.vel_damping = vel_damping;
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this.shrink_min = shrink_min;
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this.shrink_max = shrink_max;
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this.uniform_pressure_force = uniform_pressure_force;
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this.target_volume = target_volume;
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this.pressure_factor = pressure_factor;
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this.fluid_density = fluid_density;
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this.vgroup_pressure = vgroup_pressure;
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this._pad7 = _pad7;
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this.bending_damping = bending_damping;
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this.voxel_cell_size = voxel_cell_size;
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this.stepsPerFrame = stepsPerFrame;
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this.flags = flags;
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this.preroll = preroll;
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this.maxspringlen = maxspringlen;
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this.solver_type = solver_type;
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this.vgroup_bend = vgroup_bend;
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this.vgroup_mass = vgroup_mass;
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this.vgroup_struct = vgroup_struct;
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this.vgroup_shrink = vgroup_shrink;
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this.shapekey_rest = shapekey_rest;
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this.presets = presets;
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this.reset = reset;
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this.ptr_effector_weights = ptr_effector_weights;
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this.bending_model = bending_model;
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this.vgroup_shear = vgroup_shear;
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this.tension = tension;
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this.compression = compression;
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this.max_tension = max_tension;
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this.max_compression = max_compression;
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this.tension_damp = tension_damp;
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this.compression_damp = compression_damp;
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this.shear_damp = shear_damp;
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this.internal_spring_max_length = internal_spring_max_length;
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this.internal_spring_max_diversion = internal_spring_max_diversion;
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this.vgroup_intern = vgroup_intern;
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this._pad1 = _pad1;
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this.internal_tension = internal_tension;
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this.internal_compression = internal_compression;
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this.max_internal_tension = max_internal_tension;
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this.max_internal_compression = max_internal_compression;
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this._pad0 = _pad0;
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}
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}
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}
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