//------------------------------------------------------------------------------ // // 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(485, "SimpleDeformModifierData", 216)] public class SimpleDeformModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(8, "Object", 1, "*origin", "Object", true, 120)] public Object origin; [DNAArrayAttribute(64, "char", 2, "vgroup_name[64]", "System.Char[]", 64, 128)] public char[] vgroup_name = new System.Char[64]; [DNAFieldAttribute(4, "float", 3, "factor", "float", false, 192)] public float factor; [DNAArrayAttribute(8, "float", 4, "limit[2]", "System.Single[]", 2, 196)] public float[] limit = new System.Single[2]; [DNAFieldAttribute(1, "char", 5, "mode", "char", false, 204)] public char mode; [DNAFieldAttribute(1, "char", 6, "axis", "char", false, 205)] public char axis; [DNAFieldAttribute(1, "char", 7, "deform_axis", "char", false, 206)] public char deform_axis; [DNAFieldAttribute(1, "char", 8, "flag", "char", false, 207)] public char flag; [DNAFieldAttribute(8, "void", 9, "*_pad1", "void", true, 208)] public object _pad1; public SimpleDeformModifierData() { this.modifier = default; this.origin = default; this.vgroup_name = default; this.factor = default; this.limit = default; this.mode = default; this.axis = default; this.deform_axis = default; this.flag = default; this._pad1 = default; } public SimpleDeformModifierData(ModifierData modifier, Object origin, char[] vgroup_name, float factor, float[] limit, char mode, char axis, char deform_axis, char flag, object _pad1) { this.modifier = modifier; this.origin = origin; this.vgroup_name = vgroup_name; this.factor = factor; this.limit = limit; this.mode = mode; this.axis = axis; this.deform_axis = deform_axis; this.flag = flag; this._pad1 = _pad1; } } }