//------------------------------------------------------------------------------ // // 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; // Automatically generated by BlenderSharp at 01/22/2025 16:57:57 namespace BlendFile.DNA { public class RegionView3D { public float[,] winmat = new System.Single[4][4]; public float[,] viewmat = new System.Single[4][4]; public float[,] viewinv = new System.Single[4][4]; public float[,] persmat = new System.Single[4][4]; public float[,] persinv = new System.Single[4][4]; public float[] viewcamtexcofac = new System.Single[4]; public float[,] viewmatob = new System.Single[4][4]; public float[,] persmatob = new System.Single[4][4]; public float[,] clip = new System.Single[6][4]; public float[,] clip_local = new System.Single[6][4]; public BoundBox ptr_clipbb; public RegionView3D ptr_localvd; public ViewRender ptr_view_render; public SmoothView3DStore ptr_sms; public wmTimer ptr_smooth_timer; public float[,] twmat = new System.Single[4][4]; public float[] tw_axis_min = new System.Single[3]; public float[] tw_axis_max = new System.Single[3]; public float[,] tw_axis_matrix = new System.Single[3][3]; public float gridview; public float[] viewquat = new System.Single[4]; public float dist; public float camdx; public float camdy; public float pixsize; public float[] ofs = new System.Single[3]; public float camzoom; public char is_persp; public char persp; public char view; public char view_axis_roll; public char viewlock; public char runtime_viewlock; public char viewlock_quad; public char[] _pad = new System.Char[1]; public float[] ofs_lock = new System.Single[2]; public short twdrawflag; public short rflag; public float[] lviewquat = new System.Single[4]; public char lpersp; public char lview; public char lview_axis_roll; public char[] _pad8 = new System.Char[1]; public float rot_angle; public float[] rot_axis = new System.Single[3]; public RegionView3D( float[,] winmat, float[,] viewmat, float[,] viewinv, float[,] persmat, float[,] persinv, float[] viewcamtexcofac, float[,] viewmatob, float[,] persmatob, float[,] clip, float[,] clip_local, BoundBox ptr_clipbb, RegionView3D ptr_localvd, ViewRender ptr_view_render, SmoothView3DStore ptr_sms, wmTimer ptr_smooth_timer, float[,] twmat, float[] tw_axis_min, float[] tw_axis_max, float[,] tw_axis_matrix, float gridview, float[] viewquat, float dist, float camdx, float camdy, float pixsize, float[] ofs, float camzoom, char is_persp, char persp, char view, char view_axis_roll, char viewlock, char runtime_viewlock, char viewlock_quad, char[] _pad, float[] ofs_lock, short twdrawflag, short rflag, float[] lviewquat, char lpersp, char lview, char lview_axis_roll, char[] _pad8, float rot_angle, float[] rot_axis) { this.winmat = winmat; this.viewmat = viewmat; this.viewinv = viewinv; this.persmat = persmat; this.persinv = persinv; this.viewcamtexcofac = viewcamtexcofac; this.viewmatob = viewmatob; this.persmatob = persmatob; this.clip = clip; this.clip_local = clip_local; this.ptr_clipbb = ptr_clipbb; this.ptr_localvd = ptr_localvd; this.ptr_view_render = ptr_view_render; this.ptr_sms = ptr_sms; this.ptr_smooth_timer = ptr_smooth_timer; this.twmat = twmat; this.tw_axis_min = tw_axis_min; this.tw_axis_max = tw_axis_max; this.tw_axis_matrix = tw_axis_matrix; this.gridview = gridview; this.viewquat = viewquat; this.dist = dist; this.camdx = camdx; this.camdy = camdy; this.pixsize = pixsize; this.ofs = ofs; this.camzoom = camzoom; this.is_persp = is_persp; this.persp = persp; this.view = view; this.view_axis_roll = view_axis_roll; this.viewlock = viewlock; this.runtime_viewlock = runtime_viewlock; this.viewlock_quad = viewlock_quad; this._pad = _pad; this.ofs_lock = ofs_lock; this.twdrawflag = twdrawflag; this.rflag = rflag; this.lviewquat = lviewquat; this.lpersp = lpersp; this.lview = lview; this.lview_axis_roll = lview_axis_roll; this._pad8 = _pad8; this.rot_angle = rot_angle; this.rot_axis = rot_axis; } } }