//------------------------------------------------------------------------------ // // 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(54, "Bone", 472)] public class Bone { [DNAFieldAttribute(8, "Bone", 0, "*next", "Bone", true, 0)] public Bone next; [DNAFieldAttribute(8, "Bone", 1, "*prev", "Bone", true, 8)] public Bone prev; [DNAFieldAttribute(8, "IDProperty", 2, "*prop", "IDProperty", true, 16)] public IDProperty prop; [DNAFieldAttribute(8, "Bone", 3, "*parent", "Bone", true, 24)] public Bone parent; [DNAFieldAttribute(16, "ListBase", 4, "childbase", "ListBase", false, 32)] public ListBase childbase; [DNAArrayAttribute(64, "char", 5, "name[64]", "System.Char[]", 64, false, 48)] public char[] name = new System.Char[64]; [DNAFieldAttribute(4, "float", 6, "roll", "float", false, 112)] public float roll; [DNAArrayAttribute(12, "float", 7, "head[3]", "System.Single[]", 3, false, 116)] public float[] head = new System.Single[3]; [DNAArrayAttribute(12, "float", 8, "tail[3]", "System.Single[]", 3, false, 128)] public float[] tail = new System.Single[3]; [DNAArrayAttribute(36, "float", 9, "bone_mat[3][3]", "System.Single[,]", 9, false, 140)] public float[,] bone_mat = new System.Single[3,3]; [DNAFieldAttribute(4, "int", 10, "flag", "int", false, 176)] public int flag; [DNAArrayAttribute(4, "char", 11, "_pad1[4]", "System.Char[]", 4, false, 180)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(24, "BoneColor", 12, "color", "BoneColor", false, 184)] public BoneColor color; [DNAFieldAttribute(1, "char", 13, "inherit_scale_mode", "char", false, 208)] public char inherit_scale_mode; [DNAArrayAttribute(3, "char", 14, "_pad[3]", "System.Char[]", 3, false, 209)] public char[] _pad = new System.Char[3]; [DNAArrayAttribute(12, "float", 15, "arm_head[3]", "System.Single[]", 3, false, 212)] public float[] arm_head = new System.Single[3]; [DNAArrayAttribute(12, "float", 16, "arm_tail[3]", "System.Single[]", 3, false, 224)] public float[] arm_tail = new System.Single[3]; [DNAArrayAttribute(64, "float", 17, "arm_mat[4][4]", "System.Single[,]", 16, false, 236)] public float[,] arm_mat = new System.Single[4,4]; [DNAFieldAttribute(4, "float", 18, "arm_roll", "float", false, 300)] public float arm_roll; [DNAFieldAttribute(4, "float", 19, "dist", "float", false, 304)] public float dist; [DNAFieldAttribute(4, "float", 20, "weight", "float", false, 308)] public float weight; [DNAFieldAttribute(4, "float", 21, "xwidth", "float", false, 312)] public float xwidth; [DNAFieldAttribute(4, "float", 22, "length", "float", false, 316)] public float length; [DNAFieldAttribute(4, "float", 23, "zwidth", "float", false, 320)] public float zwidth; [DNAFieldAttribute(4, "float", 24, "rad_head", "float", false, 324)] public float rad_head; [DNAFieldAttribute(4, "float", 25, "rad_tail", "float", false, 328)] public float rad_tail; [DNAFieldAttribute(4, "float", 26, "roll1", "float", false, 332)] public float roll1; [DNAFieldAttribute(4, "float", 27, "roll2", "float", false, 336)] public float roll2; [DNAFieldAttribute(4, "float", 28, "curveInX", "float", false, 340)] public float curveInX; [DNAFieldAttribute(4, "float", 29, "curveInY", "float", false, 344)] public float curveInY; [DNAFieldAttribute(4, "float", 30, "curveOutX", "float", false, 348)] public float curveOutX; [DNAFieldAttribute(4, "float", 31, "curveOutY", "float", false, 352)] public float curveOutY; [DNAFieldAttribute(4, "float", 32, "ease1", "float", false, 356)] public float ease1; [DNAFieldAttribute(4, "float", 33, "ease2", "float", false, 360)] public float ease2; [DNAFieldAttribute(4, "float", 34, "scaleIn", "float", false, 364)] public float scaleIn; [DNAFieldAttribute(4, "float", 35, "scale_in_y", "float", false, 368)] public float scale_in_y; [DNAFieldAttribute(4, "float", 36, "scaleOut", "float", false, 372)] public float scaleOut; [DNAFieldAttribute(4, "float", 37, "scale_out_y", "float", false, 376)] public float scale_out_y; [DNAArrayAttribute(12, "float", 38, "scale_in[3]", "System.Single[]", 3, false, 380)] public float[] scale_in = new System.Single[3]; [DNAArrayAttribute(12, "float", 39, "scale_out[3]", "System.Single[]", 3, false, 392)] public float[] scale_out = new System.Single[3]; [DNAArrayAttribute(12, "float", 40, "size[3]", "System.Single[]", 3, false, 404)] public float[] size = new System.Single[3]; [DNAFieldAttribute(4, "int", 41, "layer", "int", false, 416)] public int layer; [DNAFieldAttribute(2, "short", 42, "segments", "short", false, 420)] public short segments; [DNAFieldAttribute(1, "char", 43, "bbone_mapping_mode", "char", false, 422)] public char bbone_mapping_mode; [DNAArrayAttribute(7, "char", 44, "_pad2[7]", "System.Char[]", 7, false, 423)] public char[] _pad2 = new System.Char[7]; [DNAFieldAttribute(1, "char", 45, "bbone_prev_type", "char", false, 430)] public char bbone_prev_type; [DNAFieldAttribute(1, "char", 46, "bbone_next_type", "char", false, 431)] public char bbone_next_type; [DNAFieldAttribute(4, "int", 47, "bbone_flag", "int", false, 432)] public int bbone_flag; [DNAFieldAttribute(2, "short", 48, "bbone_prev_flag", "short", false, 436)] public short bbone_prev_flag; [DNAFieldAttribute(2, "short", 49, "bbone_next_flag", "short", false, 438)] public short bbone_next_flag; [DNAFieldAttribute(8, "Bone", 50, "*bbone_prev", "Bone", true, 440)] public Bone bbone_prev; [DNAFieldAttribute(8, "Bone", 51, "*bbone_next", "Bone", true, 448)] public Bone bbone_next; [DNAFieldAttribute(16, "Bone_Runtime", 52, "runtime", "Bone_Runtime", false, 456)] public Bone_Runtime runtime; public Bone() { this.next = default; this.prev = default; this.prop = default; this.parent = default; this.childbase = default; this.name = default; this.roll = default; this.head = default; this.tail = default; this.bone_mat = default; this.flag = default; this._pad1 = default; this.color = default; this.inherit_scale_mode = default; this._pad = default; this.arm_head = default; this.arm_tail = default; this.arm_mat = default; this.arm_roll = default; this.dist = default; this.weight = default; this.xwidth = default; this.length = default; this.zwidth = default; this.rad_head = default; this.rad_tail = default; this.roll1 = default; this.roll2 = default; this.curveInX = default; this.curveInY = default; this.curveOutX = default; this.curveOutY = default; this.ease1 = default; this.ease2 = default; this.scaleIn = default; this.scale_in_y = default; this.scaleOut = default; this.scale_out_y = default; this.scale_in = default; this.scale_out = default; this.size = default; this.layer = default; this.segments = default; this.bbone_mapping_mode = default; this._pad2 = default; this.bbone_prev_type = default; this.bbone_next_type = default; this.bbone_flag = default; this.bbone_prev_flag = default; this.bbone_next_flag = default; this.bbone_prev = default; this.bbone_next = default; this.runtime = default; } public Bone( Bone next, Bone prev, IDProperty prop, Bone parent, ListBase childbase, char[] name, float roll, float[] head, float[] tail, float[,] bone_mat, int flag, char[] _pad1, BoneColor color, char inherit_scale_mode, char[] _pad, float[] arm_head, float[] arm_tail, float[,] arm_mat, float arm_roll, float dist, float weight, float xwidth, float length, float zwidth, float rad_head, float rad_tail, float roll1, float roll2, float curveInX, float curveInY, float curveOutX, float curveOutY, float ease1, float ease2, float scaleIn, float scale_in_y, float scaleOut, float scale_out_y, float[] scale_in, float[] scale_out, float[] size, int layer, short segments, char bbone_mapping_mode, char[] _pad2, char bbone_prev_type, char bbone_next_type, int bbone_flag, short bbone_prev_flag, short bbone_next_flag, Bone bbone_prev, Bone bbone_next, Bone_Runtime runtime) { this.next = next; this.prev = prev; this.prop = prop; this.parent = parent; this.childbase = childbase; this.name = name; this.roll = roll; this.head = head; this.tail = tail; this.bone_mat = bone_mat; this.flag = flag; this._pad1 = _pad1; this.color = color; this.inherit_scale_mode = inherit_scale_mode; this._pad = _pad; this.arm_head = arm_head; this.arm_tail = arm_tail; this.arm_mat = arm_mat; this.arm_roll = arm_roll; this.dist = dist; this.weight = weight; this.xwidth = xwidth; this.length = length; this.zwidth = zwidth; this.rad_head = rad_head; this.rad_tail = rad_tail; this.roll1 = roll1; this.roll2 = roll2; this.curveInX = curveInX; this.curveInY = curveInY; this.curveOutX = curveOutX; this.curveOutY = curveOutY; this.ease1 = ease1; this.ease2 = ease2; this.scaleIn = scaleIn; this.scale_in_y = scale_in_y; this.scaleOut = scaleOut; this.scale_out_y = scale_out_y; this.scale_in = scale_in; this.scale_out = scale_out; this.size = size; this.layer = layer; this.segments = segments; this.bbone_mapping_mode = bbone_mapping_mode; this._pad2 = _pad2; this.bbone_prev_type = bbone_prev_type; this.bbone_next_type = bbone_next_type; this.bbone_flag = bbone_flag; this.bbone_prev_flag = bbone_prev_flag; this.bbone_next_flag = bbone_next_flag; this.bbone_prev = bbone_prev; this.bbone_next = bbone_next; this.runtime = runtime; } } }