// Automatically generated by BlenderSharp at 22/01/2025 02:21:57 namespace BlendFile.DNA { public class Bone { public Bone ptr_next; public Bone ptr_prev; public IDProperty ptr_prop; public Bone ptr_parent; public ListBase childbase; public char[] name = new System.Char[64]; public float roll; public float[] head = new System.Single[3]; public float[] tail = new System.Single[3]; public float[,] bone_mat = new System.Single[3][3]; public int flag; public char[] _pad1 = new System.Char[4]; public BoneColor color; public char inherit_scale_mode; public char[] _pad = new System.Char[3]; public float[] arm_head = new System.Single[3]; public float[] arm_tail = new System.Single[3]; public float[,] arm_mat = new System.Single[4][4]; public float arm_roll; public float dist; public float weight; public float xwidth; public float length; public float zwidth; public float rad_head; public float rad_tail; public float roll1; public float roll2; public float curveInX; public float curveInY; public float curveOutX; public float curveOutY; public float ease1; public float ease2; public float scaleIn; public float scale_in_y; public float scaleOut; public float scale_out_y; public float[] scale_in = new System.Single[3]; public float[] scale_out = new System.Single[3]; public float[] size = new System.Single[3]; public int layer; public short segments; public char bbone_mapping_mode; public char[] _pad2 = new System.Char[7]; public char bbone_prev_type; public char bbone_next_type; public int bbone_flag; public short bbone_prev_flag; public short bbone_next_flag; public Bone ptr_bbone_prev; public Bone ptr_bbone_next; public Bone_Runtime runtime; public Bone( Bone ptr_next, Bone ptr_prev, IDProperty ptr_prop, Bone ptr_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 ptr_bbone_prev, Bone ptr_bbone_next, Bone_Runtime runtime) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.ptr_prop = ptr_prop; this.ptr_parent = ptr_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.ptr_bbone_prev = ptr_bbone_prev; this.ptr_bbone_next = ptr_bbone_next; this.runtime = runtime; } } }