//------------------------------------------------------------------------------ // // 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(173, "bConstraintTarget", 168)] public class bConstraintTarget { [DNAFieldAttribute(0, "bConstraintTarget", "*next", "bConstraintTarget", 8, true, 0)] public bConstraintTarget ptr_next; [DNAFieldAttribute(1, "bConstraintTarget", "*prev", "bConstraintTarget", 8, true, 8)] public bConstraintTarget ptr_prev; [DNAFieldAttribute(2, "Object", "*tar", "Object", 8, true, 16)] public Object ptr_tar; [DNAFieldAttribute(3, "char", "subtarget[64]", "System.Char[]", 64, false, 24)] public char[] subtarget = new System.Char[64]; [DNAFieldAttribute(4, "float", "matrix[4][4]", "System.Single[,]", 64, false, 88)] public float[,] matrix = new System.Single[4,4]; [DNAFieldAttribute(5, "short", "space", "short", 2, false, 152)] public short space; [DNAFieldAttribute(6, "short", "flag", "short", 2, false, 154)] public short flag; [DNAFieldAttribute(7, "short", "type", "short", 2, false, 156)] public short type; [DNAFieldAttribute(8, "short", "rotOrder", "short", 2, false, 158)] public short rotOrder; [DNAFieldAttribute(9, "float", "weight", "float", 4, false, 160)] public float weight; [DNAFieldAttribute(10, "char", "_pad[4]", "System.Char[]", 4, false, 164)] public char[] _pad = new System.Char[4]; public bConstraintTarget() { this.ptr_next = default; this.ptr_prev = default; this.ptr_tar = default; this.subtarget = default; this.matrix = default; this.space = default; this.flag = default; this.type = default; this.rotOrder = default; this.weight = default; this._pad = default; } public bConstraintTarget(bConstraintTarget ptr_next, bConstraintTarget ptr_prev, Object ptr_tar, char[] subtarget, float[,] matrix, short space, short flag, short type, short rotOrder, float weight, char[] _pad) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.ptr_tar = ptr_tar; this.subtarget = subtarget; this.matrix = matrix; this.space = space; this.flag = flag; this.type = type; this.rotOrder = rotOrder; this.weight = weight; this._pad = _pad; } } }