//------------------------------------------------------------------------------ // // 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 { public class bPoseChannel { public bPoseChannel ptr_next; public bPoseChannel ptr_prev; public IDProperty ptr_prop; public ListBase constraints; public char[] name = new System.Char[64]; public short flag; public short ikflag; public short protectflag; public short agrp_index; public char constflag; public char selectflag; public char drawflag; public char bboneflag; public char[] _pad0 = new System.Char[4]; public Bone ptr_bone; public bPoseChannel ptr_parent; public bPoseChannel ptr_child; public ListBase iktree; public ListBase siktree; public bMotionPath ptr_mpath; public Object ptr_custom; public bPoseChannel ptr_custom_tx; public float custom_scale; public float[] custom_scale_xyz = new System.Single[3]; public float[] custom_translation = new System.Single[3]; public float[] custom_rotation_euler = new System.Single[3]; public float custom_shape_wire_width; public float[] loc = new System.Single[3]; public float[] size = new System.Single[3]; public float[] eul = new System.Single[3]; public float[] quat = new System.Single[4]; public float[] rotAxis = new System.Single[3]; public float rotAngle; public short rotmode; public char[] _pad = new System.Char[6]; public float[,] chan_mat = new System.Single[4,4]; public float[,] pose_mat = new System.Single[4,4]; public float[,] disp_mat = new System.Single[4,4]; public float[,] disp_tail_mat = new System.Single[4,4]; public float[,] constinv = new System.Single[4,4]; public float[] pose_head = new System.Single[3]; public float[] pose_tail = new System.Single[3]; public float[] limitmin = new System.Single[3]; public float[] limitmax = new System.Single[3]; public float[] stiffness = new System.Single[3]; public float ikstretch; public float ikrotweight; public float iklinweight; public float roll1; public float roll2; public float curveInX; public float curveInY; public float curveOutX; public float curveOutY; public float ease1; public float ease2; public float scaleIn; public float scale_in_y; public float scaleOut; public float scale_out_y; public float[] scale_in = new System.Single[3]; public float[] scale_out = new System.Single[3]; public bPoseChannel ptr_bbone_prev; public bPoseChannel ptr_bbone_next; public object ptr_temp; public bPoseChannelDrawData ptr_draw_data; public bPoseChannel ptr_orig_pchan; public BoneColor color; public bPoseChannel_Runtime runtime; public bPoseChannel( bPoseChannel ptr_next, bPoseChannel ptr_prev, IDProperty ptr_prop, ListBase constraints, char[] name, short flag, short ikflag, short protectflag, short agrp_index, char constflag, char selectflag, char drawflag, char bboneflag, char[] _pad0, Bone ptr_bone, bPoseChannel ptr_parent, bPoseChannel ptr_child, ListBase iktree, ListBase siktree, bMotionPath ptr_mpath, Object ptr_custom, bPoseChannel ptr_custom_tx, float custom_scale, float[] custom_scale_xyz, float[] custom_translation, float[] custom_rotation_euler, float custom_shape_wire_width, float[] loc, float[] size, float[] eul, float[] quat, float[] rotAxis, float rotAngle, short rotmode, char[] _pad, float[,] chan_mat, float[,] pose_mat, float[,] disp_mat, float[,] disp_tail_mat, float[,] constinv, float[] pose_head, float[] pose_tail, float[] limitmin, float[] limitmax, float[] stiffness, float ikstretch, float ikrotweight, float iklinweight, float roll1, float roll2, float curveInX, float curveInY, float curveOutX, float curveOutY, float ease1, float ease2, float scaleIn, float scale_in_y, float scaleOut, float scale_out_y, float[] scale_in, float[] scale_out, bPoseChannel ptr_bbone_prev, bPoseChannel ptr_bbone_next, object ptr_temp, bPoseChannelDrawData ptr_draw_data, bPoseChannel ptr_orig_pchan, BoneColor color, bPoseChannel_Runtime runtime) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.ptr_prop = ptr_prop; this.constraints = constraints; this.name = name; this.flag = flag; this.ikflag = ikflag; this.protectflag = protectflag; this.agrp_index = agrp_index; this.constflag = constflag; this.selectflag = selectflag; this.drawflag = drawflag; this.bboneflag = bboneflag; this._pad0 = _pad0; this.ptr_bone = ptr_bone; this.ptr_parent = ptr_parent; this.ptr_child = ptr_child; this.iktree = iktree; this.siktree = siktree; this.ptr_mpath = ptr_mpath; this.ptr_custom = ptr_custom; this.ptr_custom_tx = ptr_custom_tx; this.custom_scale = custom_scale; this.custom_scale_xyz = custom_scale_xyz; this.custom_translation = custom_translation; this.custom_rotation_euler = custom_rotation_euler; this.custom_shape_wire_width = custom_shape_wire_width; this.loc = loc; this.size = size; this.eul = eul; this.quat = quat; this.rotAxis = rotAxis; this.rotAngle = rotAngle; this.rotmode = rotmode; this._pad = _pad; this.chan_mat = chan_mat; this.pose_mat = pose_mat; this.disp_mat = disp_mat; this.disp_tail_mat = disp_tail_mat; this.constinv = constinv; this.pose_head = pose_head; this.pose_tail = pose_tail; this.limitmin = limitmin; this.limitmax = limitmax; this.stiffness = stiffness; this.ikstretch = ikstretch; this.ikrotweight = ikrotweight; this.iklinweight = iklinweight; this.roll1 = roll1; this.roll2 = roll2; this.curveInX = curveInX; this.curveInY = curveInY; this.curveOutX = curveOutX; this.curveOutY = curveOutY; this.ease1 = ease1; this.ease2 = ease2; this.scaleIn = scaleIn; this.scale_in_y = scale_in_y; this.scaleOut = scaleOut; this.scale_out_y = scale_out_y; this.scale_in = scale_in; this.scale_out = scale_out; this.ptr_bbone_prev = ptr_bbone_prev; this.ptr_bbone_next = ptr_bbone_next; this.ptr_temp = ptr_temp; this.ptr_draw_data = ptr_draw_data; this.ptr_orig_pchan = ptr_orig_pchan; this.color = color; this.runtime = runtime; } } }