//------------------------------------------------------------------------------ // // 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(54, "Bone")] public class Bone { [DNAFieldAttribute(0, "Bone", "*next", "Bone", 4, true)] public Bone ptr_next; [DNAFieldAttribute(1, "Bone", "*prev", "Bone", 4, true)] public Bone ptr_prev; [DNAFieldAttribute(2, "IDProperty", "*prop", "IDProperty", 4, true)] public IDProperty ptr_prop; [DNAFieldAttribute(3, "Bone", "*parent", "Bone", 4, true)] public Bone ptr_parent; [DNAFieldAttribute(4, "ListBase", "childbase", "ListBase", 16, false)] public ListBase childbase; [DNAFieldAttribute(5, "char", "name[64]", "System.Char[]", 64, false)] public char[] name = new System.Char[64]; [DNAFieldAttribute(6, "float", "roll", "float", 4, false)] public float roll; [DNAFieldAttribute(7, "float", "head[3]", "System.Single[]", 12, false)] public float[] head = new System.Single[3]; [DNAFieldAttribute(8, "float", "tail[3]", "System.Single[]", 12, false)] public float[] tail = new System.Single[3]; [DNAFieldAttribute(9, "float", "bone_mat[3][3]", "System.Single[,]", 36, false)] public float[,] bone_mat = new System.Single[3,3]; [DNAFieldAttribute(10, "int", "flag", "int", 4, false)] public int flag; [DNAFieldAttribute(11, "char", "_pad1[4]", "System.Char[]", 4, false)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(12, "BoneColor", "color", "BoneColor", 24, false)] public BoneColor color; [DNAFieldAttribute(13, "char", "inherit_scale_mode", "char", 1, false)] public char inherit_scale_mode; [DNAFieldAttribute(14, "char", "_pad[3]", "System.Char[]", 3, false)] public char[] _pad = new System.Char[3]; [DNAFieldAttribute(15, "float", "arm_head[3]", "System.Single[]", 12, false)] public float[] arm_head = new System.Single[3]; [DNAFieldAttribute(16, "float", "arm_tail[3]", "System.Single[]", 12, false)] public float[] arm_tail = new System.Single[3]; [DNAFieldAttribute(17, "float", "arm_mat[4][4]", "System.Single[,]", 64, false)] public float[,] arm_mat = new System.Single[4,4]; [DNAFieldAttribute(18, "float", "arm_roll", "float", 4, false)] public float arm_roll; [DNAFieldAttribute(19, "float", "dist", "float", 4, false)] public float dist; [DNAFieldAttribute(20, "float", "weight", "float", 4, false)] public float weight; [DNAFieldAttribute(21, "float", "xwidth", "float", 4, false)] public float xwidth; [DNAFieldAttribute(22, "float", "length", "float", 4, false)] public float length; [DNAFieldAttribute(23, "float", "zwidth", "float", 4, false)] public float zwidth; [DNAFieldAttribute(24, "float", "rad_head", "float", 4, false)] public float rad_head; [DNAFieldAttribute(25, "float", "rad_tail", "float", 4, false)] public float rad_tail; [DNAFieldAttribute(26, "float", "roll1", "float", 4, false)] public float roll1; [DNAFieldAttribute(27, "float", "roll2", "float", 4, false)] public float roll2; [DNAFieldAttribute(28, "float", "curveInX", "float", 4, false)] public float curveInX; [DNAFieldAttribute(29, "float", "curveInY", "float", 4, false)] public float curveInY; [DNAFieldAttribute(30, "float", "curveOutX", "float", 4, false)] public float curveOutX; [DNAFieldAttribute(31, "float", "curveOutY", "float", 4, false)] public float curveOutY; [DNAFieldAttribute(32, "float", "ease1", "float", 4, false)] public float ease1; [DNAFieldAttribute(33, "float", "ease2", "float", 4, false)] public float ease2; [DNAFieldAttribute(34, "float", "scaleIn", "float", 4, false)] public float scaleIn; [DNAFieldAttribute(35, "float", "scale_in_y", "float", 4, false)] public float scale_in_y; [DNAFieldAttribute(36, "float", "scaleOut", "float", 4, false)] public float scaleOut; [DNAFieldAttribute(37, "float", "scale_out_y", "float", 4, false)] public float scale_out_y; [DNAFieldAttribute(38, "float", "scale_in[3]", "System.Single[]", 12, false)] public float[] scale_in = new System.Single[3]; [DNAFieldAttribute(39, "float", "scale_out[3]", "System.Single[]", 12, false)] public float[] scale_out = new System.Single[3]; [DNAFieldAttribute(40, "float", "size[3]", "System.Single[]", 12, false)] public float[] size = new System.Single[3]; [DNAFieldAttribute(41, "int", "layer", "int", 4, false)] public int layer; [DNAFieldAttribute(42, "short", "segments", "short", 2, false)] public short segments; [DNAFieldAttribute(43, "char", "bbone_mapping_mode", "char", 1, false)] public char bbone_mapping_mode; [DNAFieldAttribute(44, "char", "_pad2[7]", "System.Char[]", 7, false)] public char[] _pad2 = new System.Char[7]; [DNAFieldAttribute(45, "char", "bbone_prev_type", "char", 1, false)] public char bbone_prev_type; [DNAFieldAttribute(46, "char", "bbone_next_type", "char", 1, false)] public char bbone_next_type; [DNAFieldAttribute(47, "int", "bbone_flag", "int", 4, false)] public int bbone_flag; [DNAFieldAttribute(48, "short", "bbone_prev_flag", "short", 2, false)] public short bbone_prev_flag; [DNAFieldAttribute(49, "short", "bbone_next_flag", "short", 2, false)] public short bbone_next_flag; [DNAFieldAttribute(50, "Bone", "*bbone_prev", "Bone", 4, true)] public Bone ptr_bbone_prev; [DNAFieldAttribute(51, "Bone", "*bbone_next", "Bone", 4, true)] public Bone ptr_bbone_next; [DNAFieldAttribute(52, "Bone_Runtime", "runtime", "Bone_Runtime", 16, false)] public Bone_Runtime runtime; public Bone() { this.ptr_next = default; this.ptr_prev = default; this.ptr_prop = default; this.ptr_parent = default; this.childbase = default; this.name = default; this.roll = default; this.head = default; this.tail = default; this.bone_mat = default; this.flag = default; this._pad1 = default; this.color = default; this.inherit_scale_mode = default; this._pad = default; this.arm_head = default; this.arm_tail = default; this.arm_mat = default; this.arm_roll = default; this.dist = default; this.weight = default; this.xwidth = default; this.length = default; this.zwidth = default; this.rad_head = default; this.rad_tail = default; this.roll1 = default; this.roll2 = default; this.curveInX = default; this.curveInY = default; this.curveOutX = default; this.curveOutY = default; this.ease1 = default; this.ease2 = default; this.scaleIn = default; this.scale_in_y = default; this.scaleOut = default; this.scale_out_y = default; this.scale_in = default; this.scale_out = default; this.size = default; this.layer = default; this.segments = default; this.bbone_mapping_mode = default; this._pad2 = default; this.bbone_prev_type = default; this.bbone_next_type = default; this.bbone_flag = default; this.bbone_prev_flag = default; this.bbone_next_flag = default; this.ptr_bbone_prev = default; this.ptr_bbone_next = default; this.runtime = default; } public Bone( Bone ptr_next, Bone ptr_prev, IDProperty ptr_prop, Bone ptr_parent, ListBase childbase, char[] name, float roll, float[] head, float[] tail, float[,] bone_mat, int flag, char[] _pad1, BoneColor color, char inherit_scale_mode, char[] _pad, float[] arm_head, float[] arm_tail, float[,] arm_mat, float arm_roll, float dist, float weight, float xwidth, float length, float zwidth, float rad_head, float rad_tail, 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, float[] size, int layer, short segments, char bbone_mapping_mode, char[] _pad2, char bbone_prev_type, char bbone_next_type, int bbone_flag, short bbone_prev_flag, short bbone_next_flag, Bone ptr_bbone_prev, Bone ptr_bbone_next, Bone_Runtime runtime) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.ptr_prop = ptr_prop; this.ptr_parent = ptr_parent; this.childbase = childbase; this.name = name; this.roll = roll; this.head = head; this.tail = tail; this.bone_mat = bone_mat; this.flag = flag; this._pad1 = _pad1; this.color = color; this.inherit_scale_mode = inherit_scale_mode; this._pad = _pad; this.arm_head = arm_head; this.arm_tail = arm_tail; this.arm_mat = arm_mat; this.arm_roll = arm_roll; this.dist = dist; this.weight = weight; this.xwidth = xwidth; this.length = length; this.zwidth = zwidth; this.rad_head = rad_head; this.rad_tail = rad_tail; 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.size = size; this.layer = layer; this.segments = segments; this.bbone_mapping_mode = bbone_mapping_mode; this._pad2 = _pad2; this.bbone_prev_type = bbone_prev_type; this.bbone_next_type = bbone_next_type; this.bbone_flag = bbone_flag; this.bbone_prev_flag = bbone_prev_flag; this.bbone_next_flag = bbone_next_flag; this.ptr_bbone_prev = ptr_bbone_prev; this.ptr_bbone_next = ptr_bbone_next; this.runtime = runtime; } } }