Added Generation Output
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143
BlendFile/DNA/RegionView3D.cs
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143
BlendFile/DNA/RegionView3D.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 RegionView3D {
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public float[,] winmat = new System.Single[4][4];
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public float[,] viewmat = new System.Single[4][4];
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public float[,] viewinv = new System.Single[4][4];
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public float[,] persmat = new System.Single[4][4];
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public float[,] persinv = new System.Single[4][4];
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public float[] viewcamtexcofac = new System.Single[4];
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public float[,] viewmatob = new System.Single[4][4];
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public float[,] persmatob = new System.Single[4][4];
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public float[,] clip = new System.Single[6][4];
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public float[,] clip_local = new System.Single[6][4];
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public BoundBox ptr_clipbb;
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public RegionView3D ptr_localvd;
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public ViewRender ptr_view_render;
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public SmoothView3DStore ptr_sms;
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public wmTimer ptr_smooth_timer;
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public float[,] twmat = new System.Single[4][4];
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public float[] tw_axis_min = new System.Single[3];
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public float[] tw_axis_max = new System.Single[3];
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public float[,] tw_axis_matrix = new System.Single[3][3];
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public float gridview;
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public float[] viewquat = new System.Single[4];
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public float dist;
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public float camdx;
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public float camdy;
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public float pixsize;
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public float[] ofs = new System.Single[3];
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public float camzoom;
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public char is_persp;
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public char persp;
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public char view;
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public char view_axis_roll;
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public char viewlock;
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public char runtime_viewlock;
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public char viewlock_quad;
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public char[] _pad = new System.Char[1];
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public float[] ofs_lock = new System.Single[2];
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public short twdrawflag;
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public short rflag;
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public float[] lviewquat = new System.Single[4];
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public char lpersp;
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public char lview;
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public char lview_axis_roll;
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public char[] _pad8 = new System.Char[1];
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public float rot_angle;
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public float[] rot_axis = new System.Single[3];
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public RegionView3D(
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float[,] winmat,
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float[,] viewmat,
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float[,] viewinv,
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float[,] persmat,
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float[,] persinv,
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float[] viewcamtexcofac,
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float[,] viewmatob,
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float[,] persmatob,
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float[,] clip,
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float[,] clip_local,
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BoundBox ptr_clipbb,
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RegionView3D ptr_localvd,
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ViewRender ptr_view_render,
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SmoothView3DStore ptr_sms,
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wmTimer ptr_smooth_timer,
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float[,] twmat,
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float[] tw_axis_min,
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float[] tw_axis_max,
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float[,] tw_axis_matrix,
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float gridview,
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float[] viewquat,
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float dist,
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float camdx,
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float camdy,
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float pixsize,
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float[] ofs,
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float camzoom,
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char is_persp,
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char persp,
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char view,
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char view_axis_roll,
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char viewlock,
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char runtime_viewlock,
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char viewlock_quad,
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char[] _pad,
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float[] ofs_lock,
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short twdrawflag,
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short rflag,
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float[] lviewquat,
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char lpersp,
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char lview,
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char lview_axis_roll,
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char[] _pad8,
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float rot_angle,
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float[] rot_axis) {
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this.winmat = winmat;
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this.viewmat = viewmat;
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this.viewinv = viewinv;
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this.persmat = persmat;
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this.persinv = persinv;
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this.viewcamtexcofac = viewcamtexcofac;
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this.viewmatob = viewmatob;
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this.persmatob = persmatob;
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this.clip = clip;
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this.clip_local = clip_local;
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this.ptr_clipbb = ptr_clipbb;
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this.ptr_localvd = ptr_localvd;
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this.ptr_view_render = ptr_view_render;
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this.ptr_sms = ptr_sms;
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this.ptr_smooth_timer = ptr_smooth_timer;
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this.twmat = twmat;
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this.tw_axis_min = tw_axis_min;
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this.tw_axis_max = tw_axis_max;
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this.tw_axis_matrix = tw_axis_matrix;
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this.gridview = gridview;
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this.viewquat = viewquat;
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this.dist = dist;
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this.camdx = camdx;
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this.camdy = camdy;
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this.pixsize = pixsize;
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this.ofs = ofs;
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this.camzoom = camzoom;
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this.is_persp = is_persp;
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this.persp = persp;
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this.view = view;
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this.view_axis_roll = view_axis_roll;
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this.viewlock = viewlock;
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this.runtime_viewlock = runtime_viewlock;
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this.viewlock_quad = viewlock_quad;
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this._pad = _pad;
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this.ofs_lock = ofs_lock;
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this.twdrawflag = twdrawflag;
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this.rflag = rflag;
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this.lviewquat = lviewquat;
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this.lpersp = lpersp;
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this.lview = lview;
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this.lview_axis_roll = lview_axis_roll;
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this._pad8 = _pad8;
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this.rot_angle = rot_angle;
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this.rot_axis = rot_axis;
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}
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}
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}
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