//------------------------------------------------------------------------------ // // 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(1072, "XrActionMapBinding", 384)] public class XrActionMapBinding { [DNAFieldAttribute(8, "XrActionMapBinding", 0, "*next", "XrActionMapBinding", true, 0)] public XrActionMapBinding next; [DNAFieldAttribute(8, "XrActionMapBinding", 1, "*prev", "XrActionMapBinding", true, 8)] public XrActionMapBinding prev; [DNAFieldAttribute(64, "char", 2, "name[64]", "System.Char[]", false, 16)] public char[] name = new System.Char[64]; [DNAFieldAttribute(256, "char", 3, "profile[256]", "System.Char[]", false, 80)] public char[] profile = new System.Char[256]; [DNAFieldAttribute(16, "ListBase", 4, "component_paths", "ListBase", false, 336)] public ListBase component_paths; [DNAFieldAttribute(4, "float", 5, "float_threshold", "float", false, 352)] public float float_threshold; [DNAFieldAttribute(2, "short", 6, "axis_flag", "short", false, 356)] public short axis_flag; [DNAFieldAttribute(2, "char", 7, "_pad[2]", "System.Char[]", false, 358)] public char[] _pad = new System.Char[2]; [DNAFieldAttribute(12, "float", 8, "pose_location[3]", "System.Single[]", false, 360)] public float[] pose_location = new System.Single[3]; [DNAFieldAttribute(12, "float", 9, "pose_rotation[3]", "System.Single[]", false, 372)] public float[] pose_rotation = new System.Single[3]; public XrActionMapBinding() { this.next = default; this.prev = default; this.name = default; this.profile = default; this.component_paths = default; this.float_threshold = default; this.axis_flag = default; this._pad = default; this.pose_location = default; this.pose_rotation = default; } public XrActionMapBinding(XrActionMapBinding next, XrActionMapBinding prev, char[] name, char[] profile, ListBase component_paths, float float_threshold, short axis_flag, char[] _pad, float[] pose_location, float[] pose_rotation) { this.next = next; this.prev = prev; this.name = name; this.profile = profile; this.component_paths = component_paths; this.float_threshold = float_threshold; this.axis_flag = axis_flag; this._pad = _pad; this.pose_location = pose_location; this.pose_rotation = pose_rotation; } } }