//------------------------------------------------------------------------------ // // 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(53, "bPoseChannel", 1016)] public class bPoseChannel { [DNAFieldAttribute(8, "bPoseChannel", 0, "*next", "bPoseChannel", true, 0)] public bPoseChannel next; [DNAFieldAttribute(8, "bPoseChannel", 1, "*prev", "bPoseChannel", true, 8)] public bPoseChannel prev; [DNAFieldAttribute(8, "IDProperty", 2, "*prop", "IDProperty", true, 16)] public IDProperty prop; [DNAFieldAttribute(16, "ListBase", 3, "constraints", "ListBase", false, 24)] public ListBase constraints; [DNAArrayAttribute(64, "char", 4, "name[64]", "System.Char[]", 64, false, 40)] public char[] name = new System.Char[64]; [DNAFieldAttribute(2, "short", 5, "flag", "short", false, 104)] public short flag; [DNAFieldAttribute(2, "short", 6, "ikflag", "short", false, 106)] public short ikflag; [DNAFieldAttribute(2, "short", 7, "protectflag", "short", false, 108)] public short protectflag; [DNAFieldAttribute(2, "short", 8, "agrp_index", "short", false, 110)] public short agrp_index; [DNAFieldAttribute(1, "char", 9, "constflag", "char", false, 112)] public char constflag; [DNAFieldAttribute(1, "char", 10, "selectflag", "char", false, 113)] public char selectflag; [DNAFieldAttribute(1, "char", 11, "drawflag", "char", false, 114)] public char drawflag; [DNAFieldAttribute(1, "char", 12, "bboneflag", "char", false, 115)] public char bboneflag; [DNAArrayAttribute(4, "char", 13, "_pad0[4]", "System.Char[]", 4, false, 116)] public char[] _pad0 = new System.Char[4]; [DNAFieldAttribute(8, "Bone", 14, "*bone", "Bone", true, 120)] public Bone bone; [DNAFieldAttribute(8, "bPoseChannel", 15, "*parent", "bPoseChannel", true, 128)] public bPoseChannel parent; [DNAFieldAttribute(8, "bPoseChannel", 16, "*child", "bPoseChannel", true, 136)] public bPoseChannel child; [DNAFieldAttribute(16, "ListBase", 17, "iktree", "ListBase", false, 144)] public ListBase iktree; [DNAFieldAttribute(16, "ListBase", 18, "siktree", "ListBase", false, 160)] public ListBase siktree; [DNAFieldAttribute(8, "bMotionPath", 19, "*mpath", "bMotionPath", true, 176)] public bMotionPath mpath; [DNAFieldAttribute(8, "Object", 20, "*custom", "Object", true, 184)] public Object custom; [DNAFieldAttribute(8, "bPoseChannel", 21, "*custom_tx", "bPoseChannel", true, 192)] public bPoseChannel custom_tx; [DNAFieldAttribute(4, "float", 22, "custom_scale", "float", false, 200)] public float custom_scale; [DNAArrayAttribute(12, "float", 23, "custom_scale_xyz[3]", "System.Single[]", 3, false, 204)] public float[] custom_scale_xyz = new System.Single[3]; [DNAArrayAttribute(12, "float", 24, "custom_translation[3]", "System.Single[]", 3, false, 216)] public float[] custom_translation = new System.Single[3]; [DNAArrayAttribute(12, "float", 25, "custom_rotation_euler[3]", "System.Single[]", 3, false, 228)] public float[] custom_rotation_euler = new System.Single[3]; [DNAFieldAttribute(4, "float", 26, "custom_shape_wire_width", "float", false, 240)] public float custom_shape_wire_width; [DNAArrayAttribute(12, "float", 27, "loc[3]", "System.Single[]", 3, false, 244)] public float[] loc = new System.Single[3]; [DNAArrayAttribute(12, "float", 28, "size[3]", "System.Single[]", 3, false, 256)] public float[] size = new System.Single[3]; [DNAArrayAttribute(12, "float", 29, "eul[3]", "System.Single[]", 3, false, 268)] public float[] eul = new System.Single[3]; [DNAArrayAttribute(16, "float", 30, "quat[4]", "System.Single[]", 4, false, 280)] public float[] quat = new System.Single[4]; [DNAArrayAttribute(12, "float", 31, "rotAxis[3]", "System.Single[]", 3, false, 296)] public float[] rotAxis = new System.Single[3]; [DNAFieldAttribute(4, "float", 32, "rotAngle", "float", false, 308)] public float rotAngle; [DNAFieldAttribute(2, "short", 33, "rotmode", "short", false, 312)] public short rotmode; [DNAArrayAttribute(6, "char", 34, "_pad[6]", "System.Char[]", 6, false, 314)] public char[] _pad = new System.Char[6]; [DNAArrayAttribute(64, "float", 35, "chan_mat[4][4]", "System.Single[,]", 16, false, 320)] public float[,] chan_mat = new System.Single[4,4]; [DNAArrayAttribute(64, "float", 36, "pose_mat[4][4]", "System.Single[,]", 16, false, 384)] public float[,] pose_mat = new System.Single[4,4]; [DNAArrayAttribute(64, "float", 37, "disp_mat[4][4]", "System.Single[,]", 16, false, 448)] public float[,] disp_mat = new System.Single[4,4]; [DNAArrayAttribute(64, "float", 38, "disp_tail_mat[4][4]", "System.Single[,]", 16, false, 512)] public float[,] disp_tail_mat = new System.Single[4,4]; [DNAArrayAttribute(64, "float", 39, "constinv[4][4]", "System.Single[,]", 16, false, 576)] public float[,] constinv = new System.Single[4,4]; [DNAArrayAttribute(12, "float", 40, "pose_head[3]", "System.Single[]", 3, false, 640)] public float[] pose_head = new System.Single[3]; [DNAArrayAttribute(12, "float", 41, "pose_tail[3]", "System.Single[]", 3, false, 652)] public float[] pose_tail = new System.Single[3]; [DNAArrayAttribute(12, "float", 42, "limitmin[3]", "System.Single[]", 3, false, 664)] public float[] limitmin = new System.Single[3]; [DNAArrayAttribute(12, "float", 43, "limitmax[3]", "System.Single[]", 3, false, 676)] public float[] limitmax = new System.Single[3]; [DNAArrayAttribute(12, "float", 44, "stiffness[3]", "System.Single[]", 3, false, 688)] public float[] stiffness = new System.Single[3]; [DNAFieldAttribute(4, "float", 45, "ikstretch", "float", false, 700)] public float ikstretch; [DNAFieldAttribute(4, "float", 46, "ikrotweight", "float", false, 704)] public float ikrotweight; [DNAFieldAttribute(4, "float", 47, "iklinweight", "float", false, 708)] public float iklinweight; [DNAFieldAttribute(4, "float", 48, "roll1", "float", false, 712)] public float roll1; [DNAFieldAttribute(4, "float", 49, "roll2", "float", false, 716)] public float roll2; [DNAFieldAttribute(4, "float", 50, "curveInX", "float", false, 720)] public float curveInX; [DNAFieldAttribute(4, "float", 51, "curveInY", "float", false, 724)] public float curveInY; [DNAFieldAttribute(4, "float", 52, "curveOutX", "float", false, 728)] public float curveOutX; [DNAFieldAttribute(4, "float", 53, "curveOutY", "float", false, 732)] public float curveOutY; [DNAFieldAttribute(4, "float", 54, "ease1", "float", false, 736)] public float ease1; [DNAFieldAttribute(4, "float", 55, "ease2", "float", false, 740)] public float ease2; [DNAFieldAttribute(4, "float", 56, "scaleIn", "float", false, 744)] public float scaleIn; [DNAFieldAttribute(4, "float", 57, "scale_in_y", "float", false, 748)] public float scale_in_y; [DNAFieldAttribute(4, "float", 58, "scaleOut", "float", false, 752)] public float scaleOut; [DNAFieldAttribute(4, "float", 59, "scale_out_y", "float", false, 756)] public float scale_out_y; [DNAArrayAttribute(12, "float", 60, "scale_in[3]", "System.Single[]", 3, false, 760)] public float[] scale_in = new System.Single[3]; [DNAArrayAttribute(12, "float", 61, "scale_out[3]", "System.Single[]", 3, false, 772)] public float[] scale_out = new System.Single[3]; [DNAFieldAttribute(8, "bPoseChannel", 62, "*bbone_prev", "bPoseChannel", true, 784)] public bPoseChannel bbone_prev; [DNAFieldAttribute(8, "bPoseChannel", 63, "*bbone_next", "bPoseChannel", true, 792)] public bPoseChannel bbone_next; [DNAFieldAttribute(8, "void", 64, "*temp", "void", true, 800)] public object temp; [DNAFieldAttribute(8, "bPoseChannelDrawData", 65, "*draw_data", "bPoseChannelDrawData", true, 808)] public bPoseChannelDrawData draw_data; [DNAFieldAttribute(8, "bPoseChannel", 66, "*orig_pchan", "bPoseChannel", true, 816)] public bPoseChannel orig_pchan; [DNAFieldAttribute(24, "BoneColor", 67, "color", "BoneColor", false, 824)] public BoneColor color; [DNAFieldAttribute(168, "bPoseChannel_Runtime", 68, "runtime", "bPoseChannel_Runtime", false, 848)] public bPoseChannel_Runtime runtime; public bPoseChannel() { this.next = default; this.prev = default; this.prop = default; this.constraints = default; this.name = default; this.flag = default; this.ikflag = default; this.protectflag = default; this.agrp_index = default; this.constflag = default; this.selectflag = default; this.drawflag = default; this.bboneflag = default; this._pad0 = default; this.bone = default; this.parent = default; this.child = default; this.iktree = default; this.siktree = default; this.mpath = default; this.custom = default; this.custom_tx = default; this.custom_scale = default; this.custom_scale_xyz = default; this.custom_translation = default; this.custom_rotation_euler = default; this.custom_shape_wire_width = default; this.loc = default; this.size = default; this.eul = default; this.quat = default; this.rotAxis = default; this.rotAngle = default; this.rotmode = default; this._pad = default; this.chan_mat = default; this.pose_mat = default; this.disp_mat = default; this.disp_tail_mat = default; this.constinv = default; this.pose_head = default; this.pose_tail = default; this.limitmin = default; this.limitmax = default; this.stiffness = default; this.ikstretch = default; this.ikrotweight = default; this.iklinweight = 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.bbone_prev = default; this.bbone_next = default; this.temp = default; this.draw_data = default; this.orig_pchan = default; this.color = default; this.runtime = default; } public bPoseChannel( bPoseChannel next, bPoseChannel prev, IDProperty prop, ListBase constraints, char[] name, short flag, short ikflag, short protectflag, short agrp_index, char constflag, char selectflag, char drawflag, char bboneflag, char[] _pad0, Bone bone, bPoseChannel parent, bPoseChannel child, ListBase iktree, ListBase siktree, bMotionPath mpath, Object custom, bPoseChannel custom_tx, float custom_scale, float[] custom_scale_xyz, float[] custom_translation, float[] custom_rotation_euler, float custom_shape_wire_width, float[] loc, float[] size, float[] eul, float[] quat, float[] rotAxis, float rotAngle, short rotmode, char[] _pad, float[,] chan_mat, float[,] pose_mat, float[,] disp_mat, float[,] disp_tail_mat, float[,] constinv, float[] pose_head, float[] pose_tail, float[] limitmin, float[] limitmax, float[] stiffness, float ikstretch, float ikrotweight, float iklinweight, 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, bPoseChannel bbone_prev, bPoseChannel bbone_next, object temp, bPoseChannelDrawData draw_data, bPoseChannel orig_pchan, BoneColor color, bPoseChannel_Runtime runtime) { this.next = next; this.prev = prev; this.prop = prop; this.constraints = constraints; this.name = name; this.flag = flag; this.ikflag = ikflag; this.protectflag = protectflag; this.agrp_index = agrp_index; this.constflag = constflag; this.selectflag = selectflag; this.drawflag = drawflag; this.bboneflag = bboneflag; this._pad0 = _pad0; this.bone = bone; this.parent = parent; this.child = child; this.iktree = iktree; this.siktree = siktree; this.mpath = mpath; this.custom = custom; this.custom_tx = custom_tx; this.custom_scale = custom_scale; this.custom_scale_xyz = custom_scale_xyz; this.custom_translation = custom_translation; this.custom_rotation_euler = custom_rotation_euler; this.custom_shape_wire_width = custom_shape_wire_width; this.loc = loc; this.size = size; this.eul = eul; this.quat = quat; this.rotAxis = rotAxis; this.rotAngle = rotAngle; this.rotmode = rotmode; this._pad = _pad; this.chan_mat = chan_mat; this.pose_mat = pose_mat; this.disp_mat = disp_mat; this.disp_tail_mat = disp_tail_mat; this.constinv = constinv; this.pose_head = pose_head; this.pose_tail = pose_tail; this.limitmin = limitmin; this.limitmax = limitmax; this.stiffness = stiffness; this.ikstretch = ikstretch; this.ikrotweight = ikrotweight; this.iklinweight = iklinweight; 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.bbone_prev = bbone_prev; this.bbone_next = bbone_next; this.temp = temp; this.draw_data = draw_data; this.orig_pchan = orig_pchan; this.color = color; this.runtime = runtime; } } }