//------------------------------------------------------------------------------ // // 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 WarpModifierData { public ModifierData modifier; public Tex ptr_texture; public Object ptr_map_object; public char[] map_bone = new System.Char[64]; public char[] uvlayer_name = new System.Char[68]; public char[] _pad1 = new System.Char[4]; public int uvlayer_tmp; public int texmapping; public Object ptr_object_from; public Object ptr_object_to; public char[] bone_from = new System.Char[64]; public char[] bone_to = new System.Char[64]; public CurveMapping ptr_curfalloff; public char[] defgrp_name = new System.Char[64]; public float strength; public float falloff_radius; public char flag; public char falloff_type; public char[] _pad2 = new System.Char[6]; public object ptr__pad3; public WarpModifierData( ModifierData modifier, Tex ptr_texture, Object ptr_map_object, char[] map_bone, char[] uvlayer_name, char[] _pad1, int uvlayer_tmp, int texmapping, Object ptr_object_from, Object ptr_object_to, char[] bone_from, char[] bone_to, CurveMapping ptr_curfalloff, char[] defgrp_name, float strength, float falloff_radius, char flag, char falloff_type, char[] _pad2, object ptr__pad3) { this.modifier = modifier; this.ptr_texture = ptr_texture; this.ptr_map_object = ptr_map_object; this.map_bone = map_bone; this.uvlayer_name = uvlayer_name; this._pad1 = _pad1; this.uvlayer_tmp = uvlayer_tmp; this.texmapping = texmapping; this.ptr_object_from = ptr_object_from; this.ptr_object_to = ptr_object_to; this.bone_from = bone_from; this.bone_to = bone_to; this.ptr_curfalloff = ptr_curfalloff; this.defgrp_name = defgrp_name; this.strength = strength; this.falloff_radius = falloff_radius; this.flag = flag; this.falloff_type = falloff_type; this._pad2 = _pad2; this.ptr__pad3 = ptr__pad3; } } }