//------------------------------------------------------------------------------ // // 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 BlendFile.CompatTypes; using System; namespace BlendFile.DNA { public class WeightVGMixModifierData { public ModifierData modifier; public char[] defgrp_name_a = new System.Char[64]; public char[] defgrp_name_b = new System.Char[64]; public float default_weight_a; public float default_weight_b; public char mix_mode; public char mix_set; public char[] _pad0 = new System.Char[6]; public float mask_constant; public char[] mask_defgrp_name = new System.Char[64]; public int mask_tex_use_channel; public Tex ptr_mask_texture; public Object ptr_mask_tex_map_obj; public char[] mask_tex_map_bone = new System.Char[64]; public int mask_tex_mapping; public char[] mask_tex_uvlayer_name = new System.Char[68]; public char[] _pad1 = new System.Char[4]; public char flag; public char[] _pad2 = new System.Char[3]; public WeightVGMixModifierData( ModifierData modifier, char[] defgrp_name_a, char[] defgrp_name_b, float default_weight_a, float default_weight_b, char mix_mode, char mix_set, char[] _pad0, float mask_constant, char[] mask_defgrp_name, int mask_tex_use_channel, Tex ptr_mask_texture, Object ptr_mask_tex_map_obj, char[] mask_tex_map_bone, int mask_tex_mapping, char[] mask_tex_uvlayer_name, char[] _pad1, char flag, char[] _pad2) { this.modifier = modifier; this.defgrp_name_a = defgrp_name_a; this.defgrp_name_b = defgrp_name_b; this.default_weight_a = default_weight_a; this.default_weight_b = default_weight_b; this.mix_mode = mix_mode; this.mix_set = mix_set; this._pad0 = _pad0; this.mask_constant = mask_constant; this.mask_defgrp_name = mask_defgrp_name; this.mask_tex_use_channel = mask_tex_use_channel; this.ptr_mask_texture = ptr_mask_texture; this.ptr_mask_tex_map_obj = ptr_mask_tex_map_obj; this.mask_tex_map_bone = mask_tex_map_bone; this.mask_tex_mapping = mask_tex_mapping; this.mask_tex_uvlayer_name = mask_tex_uvlayer_name; this._pad1 = _pad1; this.flag = flag; this._pad2 = _pad2; } } }