//------------------------------------------------------------------------------ // // 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(502, "UVWarpModifierData", 432)] public class UVWarpModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(1, "char", 1, "axis_u", "char", false, 120)] public char axis_u; [DNAFieldAttribute(1, "char", 2, "axis_v", "char", false, 121)] public char axis_v; [DNAFieldAttribute(2, "short", 3, "flag", "short", false, 122)] public short flag; [DNAArrayAttribute(8, "float", 4, "center[2]", "System.Single[]", 2, false, 124)] public float[] center = new System.Single[2]; [DNAArrayAttribute(8, "float", 5, "offset[2]", "System.Single[]", 2, false, 132)] public float[] offset = new System.Single[2]; [DNAArrayAttribute(8, "float", 6, "scale[2]", "System.Single[]", 2, false, 140)] public float[] scale = new System.Single[2]; [DNAFieldAttribute(4, "float", 7, "rotation", "float", false, 148)] public float rotation; [DNAFieldAttribute(8, "Object", 8, "*object_src", "Object", true, 152)] public Object object_src; [DNAArrayAttribute(64, "char", 9, "bone_src[64]", "System.Char[]", 64, false, 160)] public char[] bone_src = new System.Char[64]; [DNAFieldAttribute(8, "Object", 10, "*object_dst", "Object", true, 224)] public Object object_dst; [DNAArrayAttribute(64, "char", 11, "bone_dst[64]", "System.Char[]", 64, false, 232)] public char[] bone_dst = new System.Char[64]; [DNAArrayAttribute(64, "char", 12, "vgroup_name[64]", "System.Char[]", 64, false, 296)] public char[] vgroup_name = new System.Char[64]; [DNAArrayAttribute(68, "char", 13, "uvlayer_name[68]", "System.Char[]", 68, false, 360)] public char[] uvlayer_name = new System.Char[68]; [DNAArrayAttribute(4, "char", 14, "_pad[4]", "System.Char[]", 4, false, 428)] public char[] _pad = new System.Char[4]; public UVWarpModifierData() { this.modifier = default; this.axis_u = default; this.axis_v = default; this.flag = default; this.center = default; this.offset = default; this.scale = default; this.rotation = default; this.object_src = default; this.bone_src = default; this.object_dst = default; this.bone_dst = default; this.vgroup_name = default; this.uvlayer_name = default; this._pad = default; } public UVWarpModifierData(ModifierData modifier, char axis_u, char axis_v, short flag, float[] center, float[] offset, float[] scale, float rotation, Object object_src, char[] bone_src, Object object_dst, char[] bone_dst, char[] vgroup_name, char[] uvlayer_name, char[] _pad) { this.modifier = modifier; this.axis_u = axis_u; this.axis_v = axis_v; this.flag = flag; this.center = center; this.offset = offset; this.scale = scale; this.rotation = rotation; this.object_src = object_src; this.bone_src = bone_src; this.object_dst = object_dst; this.bone_dst = bone_dst; this.vgroup_name = vgroup_name; this.uvlayer_name = uvlayer_name; this._pad = _pad; } } }