//------------------------------------------------------------------------------ // // 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(492, "WarpModifierData", 520)] public class WarpModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(8, "Tex", 1, "*texture", "Tex", true, 120)] public Tex texture; [DNAFieldAttribute(8, "Object", 2, "*map_object", "Object", true, 128)] public Object map_object; [DNAArrayAttribute(64, "char", 3, "map_bone[64]", "System.Char[]", 64, 136)] public char[] map_bone = new System.Char[64]; [DNAArrayAttribute(68, "char", 4, "uvlayer_name[68]", "System.Char[]", 68, 200)] public char[] uvlayer_name = new System.Char[68]; [DNAArrayAttribute(4, "char", 5, "_pad1[4]", "System.Char[]", 4, 268)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(4, "int", 6, "uvlayer_tmp", "int", false, 272)] public int uvlayer_tmp; [DNAFieldAttribute(4, "int", 7, "texmapping", "int", false, 276)] public int texmapping; [DNAFieldAttribute(8, "Object", 8, "*object_from", "Object", true, 280)] public Object object_from; [DNAFieldAttribute(8, "Object", 9, "*object_to", "Object", true, 288)] public Object object_to; [DNAArrayAttribute(64, "char", 10, "bone_from[64]", "System.Char[]", 64, 296)] public char[] bone_from = new System.Char[64]; [DNAArrayAttribute(64, "char", 11, "bone_to[64]", "System.Char[]", 64, 360)] public char[] bone_to = new System.Char[64]; [DNAFieldAttribute(8, "CurveMapping", 12, "*curfalloff", "CurveMapping", true, 424)] public CurveMapping curfalloff; [DNAArrayAttribute(64, "char", 13, "defgrp_name[64]", "System.Char[]", 64, 432)] public char[] defgrp_name = new System.Char[64]; [DNAFieldAttribute(4, "float", 14, "strength", "float", false, 496)] public float strength; [DNAFieldAttribute(4, "float", 15, "falloff_radius", "float", false, 500)] public float falloff_radius; [DNAFieldAttribute(1, "char", 16, "flag", "char", false, 504)] public char flag; [DNAFieldAttribute(1, "char", 17, "falloff_type", "char", false, 505)] public char falloff_type; [DNAArrayAttribute(6, "char", 18, "_pad2[6]", "System.Char[]", 6, 506)] public char[] _pad2 = new System.Char[6]; [DNAFieldAttribute(8, "void", 19, "*_pad3", "void", true, 512)] public object _pad3; public WarpModifierData() { this.modifier = default; this.texture = default; this.map_object = default; this.map_bone = default; this.uvlayer_name = default; this._pad1 = default; this.uvlayer_tmp = default; this.texmapping = default; this.object_from = default; this.object_to = default; this.bone_from = default; this.bone_to = default; this.curfalloff = default; this.defgrp_name = default; this.strength = default; this.falloff_radius = default; this.flag = default; this.falloff_type = default; this._pad2 = default; this._pad3 = default; } public WarpModifierData( ModifierData modifier, Tex texture, Object map_object, char[] map_bone, char[] uvlayer_name, char[] _pad1, int uvlayer_tmp, int texmapping, Object object_from, Object object_to, char[] bone_from, char[] bone_to, CurveMapping curfalloff, char[] defgrp_name, float strength, float falloff_radius, char flag, char falloff_type, char[] _pad2, object _pad3) { this.modifier = modifier; this.texture = texture; this.map_object = map_object; this.map_bone = map_bone; this.uvlayer_name = uvlayer_name; this._pad1 = _pad1; this.uvlayer_tmp = uvlayer_tmp; this.texmapping = texmapping; this.object_from = object_from; this.object_to = object_to; this.bone_from = bone_from; this.bone_to = bone_to; this.curfalloff = 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._pad3 = _pad3; } } }