//------------------------------------------------------------------------------ // // 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(95, "BezTriple")] public struct BezTriple { [DNAFieldAttribute(0, "float", "vec[3][3]", 4)] public float[,] vec = new System.Single[3,3]; [DNAFieldAttribute(1, "float", "alfa", 4)] public float alfa; [DNAFieldAttribute(2, "float", "weight", 4)] public float weight; [DNAFieldAttribute(3, "float", "radius", 4)] public float radius; [DNAFieldAttribute(4, "char", "ipo", 1)] public char ipo; [DNAFieldAttribute(5, "uchar", "h1", 1)] public byte h1; [DNAFieldAttribute(6, "uchar", "h2", 1)] public byte h2; [DNAFieldAttribute(7, "uchar", "f1", 1)] public byte f1; [DNAFieldAttribute(8, "uchar", "f2", 1)] public byte f2; [DNAFieldAttribute(9, "uchar", "f3", 1)] public byte f3; [DNAFieldAttribute(10, "char", "hide", 1)] public char hide; [DNAFieldAttribute(11, "char", "easing", 1)] public char easing; [DNAFieldAttribute(12, "float", "back", 4)] public float back; [DNAFieldAttribute(13, "float", "amplitude", 4)] public float amplitude; [DNAFieldAttribute(14, "float", "period", 4)] public float period; [DNAFieldAttribute(15, "char", "auto_handle_type", 1)] public char auto_handle_type; [DNAFieldAttribute(16, "char", "_pad[3]", 1)] public char[] _pad = new System.Char[3]; public BezTriple() { this.vec = default; this.alfa = default; this.weight = default; this.radius = default; this.ipo = default; this.h1 = default; this.h2 = default; this.f1 = default; this.f2 = default; this.f3 = default; this.hide = default; this.easing = default; this.back = default; this.amplitude = default; this.period = default; this.auto_handle_type = default; this._pad = default; } public BezTriple( float[,] vec, float alfa, float weight, float radius, char ipo, byte h1, byte h2, byte f1, byte f2, byte f3, char hide, char easing, float back, float amplitude, float period, char auto_handle_type, char[] _pad) { this.vec = vec; this.alfa = alfa; this.weight = weight; this.radius = radius; this.ipo = ipo; this.h1 = h1; this.h2 = h2; this.f1 = f1; this.f2 = f2; this.f3 = f3; this.hide = hide; this.easing = easing; this.back = back; this.amplitude = amplitude; this.period = period; this.auto_handle_type = auto_handle_type; this._pad = _pad; } } }