//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(1072, "XrActionMapBinding")] public class XrActionMapBinding { [DNAFieldAttribute(0, "XrActionMapBinding", "*next", "XrActionMapBinding", 384)] public XrActionMapBinding ptr_next; [DNAFieldAttribute(1, "XrActionMapBinding", "*prev", "XrActionMapBinding", 384)] public XrActionMapBinding ptr_prev; [DNAFieldAttribute(2, "char", "name[64]", "System.Char[]", 1)] public char[] name = new System.Char[64]; [DNAFieldAttribute(3, "char", "profile[256]", "System.Char[]", 1)] public char[] profile = new System.Char[256]; [DNAFieldAttribute(4, "ListBase", "component_paths", "ListBase", 16)] public ListBase component_paths; [DNAFieldAttribute(5, "float", "float_threshold", "float", 4)] public float float_threshold; [DNAFieldAttribute(6, "short", "axis_flag", "short", 2)] public short axis_flag; [DNAFieldAttribute(7, "char", "_pad[2]", "System.Char[]", 1)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(8, "float", "pose_location[3]", "System.Single[]", 4)] public float[] pose_location = new System.Single[3]; [DNAFieldAttribute(9, "float", "pose_rotation[3]", "System.Single[]", 4)] public float[] pose_rotation = new System.Single[3]; public XrActionMapBinding() { this.ptr_next = default; this.ptr_prev = default; this.name = default; this.profile = default; this.component_paths = default; this.float_threshold = default; this.axis_flag = default; this._pad = default; this.pose_location = default; this.pose_rotation = default; } public XrActionMapBinding(XrActionMapBinding ptr_next, XrActionMapBinding ptr_prev, char[] name, char[] profile, ListBase component_paths, float float_threshold, short axis_flag, char[] _pad, float[] pose_location, float[] pose_rotation) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.name = name; this.profile = profile; this.component_paths = component_paths; this.float_threshold = float_threshold; this.axis_flag = axis_flag; this._pad = _pad; this.pose_location = pose_location; this.pose_rotation = pose_rotation; } } }