//------------------------------------------------------------------------------ // // 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(773, "ObHook")] public class ObHook { [DNAFieldAttribute(0, "ObHook", "*next", 256)] public ObHook ptr_next; [DNAFieldAttribute(1, "ObHook", "*prev", 256)] public ObHook ptr_prev; [DNAFieldAttribute(2, "Object", "*parent", 1160)] public Object ptr_parent; [DNAFieldAttribute(3, "float", "parentinv[4][4]", 4)] public float[,] parentinv = new System.Single[4,4]; [DNAFieldAttribute(4, "float", "mat[4][4]", 4)] public float[,] mat = new System.Single[4,4]; [DNAFieldAttribute(5, "float", "cent[3]", 4)] public float[] cent = new System.Single[3]; [DNAFieldAttribute(6, "float", "falloff", 4)] public float falloff; [DNAFieldAttribute(7, "char", "name[64]", 1)] public char[] name = new System.Char[64]; [DNAFieldAttribute(8, "int", "*indexar", 4)] public int ptr_indexar; [DNAFieldAttribute(9, "int", "totindex", 4)] public int totindex; [DNAFieldAttribute(10, "int", "curindex", 4)] public int curindex; [DNAFieldAttribute(11, "short", "type", 2)] public short type; [DNAFieldAttribute(12, "short", "active", 2)] public short active; [DNAFieldAttribute(13, "float", "force", 4)] public float force; public ObHook() { this.ptr_next = default; this.ptr_prev = default; this.ptr_parent = default; this.parentinv = default; this.mat = default; this.cent = default; this.falloff = default; this.name = default; this.ptr_indexar = default; this.totindex = default; this.curindex = default; this.type = default; this.active = default; this.force = default; } public ObHook(ObHook ptr_next, ObHook ptr_prev, Object ptr_parent, float[,] parentinv, float[,] mat, float[] cent, float falloff, char[] name, int ptr_indexar, int totindex, int curindex, short type, short active, float force) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.ptr_parent = ptr_parent; this.parentinv = parentinv; this.mat = mat; this.cent = cent; this.falloff = falloff; this.name = name; this.ptr_indexar = ptr_indexar; this.totindex = totindex; this.curindex = curindex; this.type = type; this.active = active; this.force = force; } } }