//------------------------------------------------------------------------------ // // 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(194, "bTransformConstraint")] public class bTransformConstraint { [DNAFieldAttribute(0, "Object", "*tar", 1160)] public Object ptr_tar; [DNAFieldAttribute(1, "char", "subtarget[64]", 1)] public char[] subtarget = new System.Char[64]; [DNAFieldAttribute(2, "short", "from", 2)] public short from; [DNAFieldAttribute(3, "short", "to", 2)] public short to; [DNAFieldAttribute(4, "char", "map[3]", 1)] public char[] map = new System.Char[3]; [DNAFieldAttribute(5, "char", "expo", 1)] public char expo; [DNAFieldAttribute(6, "char", "from_rotation_mode", 1)] public char from_rotation_mode; [DNAFieldAttribute(7, "char", "to_euler_order", 1)] public char to_euler_order; [DNAFieldAttribute(8, "char", "mix_mode_loc", 1)] public char mix_mode_loc; [DNAFieldAttribute(9, "char", "mix_mode_rot", 1)] public char mix_mode_rot; [DNAFieldAttribute(10, "char", "mix_mode_scale", 1)] public char mix_mode_scale; [DNAFieldAttribute(11, "char", "_pad[3]", 1)] public char[] _pad = new System.Char[3]; [DNAFieldAttribute(12, "float", "from_min[3]", 4)] public float[] from_min = new System.Single[3]; [DNAFieldAttribute(13, "float", "from_max[3]", 4)] public float[] from_max = new System.Single[3]; [DNAFieldAttribute(14, "float", "to_min[3]", 4)] public float[] to_min = new System.Single[3]; [DNAFieldAttribute(15, "float", "to_max[3]", 4)] public float[] to_max = new System.Single[3]; [DNAFieldAttribute(16, "float", "from_min_rot[3]", 4)] public float[] from_min_rot = new System.Single[3]; [DNAFieldAttribute(17, "float", "from_max_rot[3]", 4)] public float[] from_max_rot = new System.Single[3]; [DNAFieldAttribute(18, "float", "to_min_rot[3]", 4)] public float[] to_min_rot = new System.Single[3]; [DNAFieldAttribute(19, "float", "to_max_rot[3]", 4)] public float[] to_max_rot = new System.Single[3]; [DNAFieldAttribute(20, "float", "from_min_scale[3]", 4)] public float[] from_min_scale = new System.Single[3]; [DNAFieldAttribute(21, "float", "from_max_scale[3]", 4)] public float[] from_max_scale = new System.Single[3]; [DNAFieldAttribute(22, "float", "to_min_scale[3]", 4)] public float[] to_min_scale = new System.Single[3]; [DNAFieldAttribute(23, "float", "to_max_scale[3]", 4)] public float[] to_max_scale = new System.Single[3]; public bTransformConstraint() { this.ptr_tar = default; this.subtarget = default; this.from = default; this.to = default; this.map = default; this.expo = default; this.from_rotation_mode = default; this.to_euler_order = default; this.mix_mode_loc = default; this.mix_mode_rot = default; this.mix_mode_scale = default; this._pad = default; this.from_min = default; this.from_max = default; this.to_min = default; this.to_max = default; this.from_min_rot = default; this.from_max_rot = default; this.to_min_rot = default; this.to_max_rot = default; this.from_min_scale = default; this.from_max_scale = default; this.to_min_scale = default; this.to_max_scale = default; } public bTransformConstraint( Object ptr_tar, char[] subtarget, short from, short to, char[] map, char expo, char from_rotation_mode, char to_euler_order, char mix_mode_loc, char mix_mode_rot, char mix_mode_scale, char[] _pad, float[] from_min, float[] from_max, float[] to_min, float[] to_max, float[] from_min_rot, float[] from_max_rot, float[] to_min_rot, float[] to_max_rot, float[] from_min_scale, float[] from_max_scale, float[] to_min_scale, float[] to_max_scale) { this.ptr_tar = ptr_tar; this.subtarget = subtarget; this.from = from; this.to = to; this.map = map; this.expo = expo; this.from_rotation_mode = from_rotation_mode; this.to_euler_order = to_euler_order; this.mix_mode_loc = mix_mode_loc; this.mix_mode_rot = mix_mode_rot; this.mix_mode_scale = mix_mode_scale; this._pad = _pad; this.from_min = from_min; this.from_max = from_max; this.to_min = to_min; this.to_max = to_max; this.from_min_rot = from_min_rot; this.from_max_rot = from_max_rot; this.to_min_rot = to_min_rot; this.to_max_rot = to_max_rot; this.from_min_scale = from_min_scale; this.from_max_scale = from_max_scale; this.to_min_scale = to_min_scale; this.to_max_scale = to_max_scale; } } }