// Automatically generated by BlenderSharp at 22/01/2025 02:21:57 namespace BlendFile.DNA { public class RigidBodyCon { public Object ptr_ob1; public Object ptr_ob2; public short type; public short num_solver_iterations; public int flag; public float breaking_threshold; public char spring_type; public char[] _pad = new System.Char[3]; public float limit_lin_x_lower; public float limit_lin_x_upper; public float limit_lin_y_lower; public float limit_lin_y_upper; public float limit_lin_z_lower; public float limit_lin_z_upper; public float limit_ang_x_lower; public float limit_ang_x_upper; public float limit_ang_y_lower; public float limit_ang_y_upper; public float limit_ang_z_lower; public float limit_ang_z_upper; public float spring_stiffness_x; public float spring_stiffness_y; public float spring_stiffness_z; public float spring_stiffness_ang_x; public float spring_stiffness_ang_y; public float spring_stiffness_ang_z; public float spring_damping_x; public float spring_damping_y; public float spring_damping_z; public float spring_damping_ang_x; public float spring_damping_ang_y; public float spring_damping_ang_z; public float motor_lin_target_velocity; public float motor_ang_target_velocity; public float motor_lin_max_impulse; public float motor_ang_max_impulse; public object ptr_physics_constraint; public RigidBodyCon( Object ptr_ob1, Object ptr_ob2, short type, short num_solver_iterations, int flag, float breaking_threshold, char spring_type, char[] _pad, float limit_lin_x_lower, float limit_lin_x_upper, float limit_lin_y_lower, float limit_lin_y_upper, float limit_lin_z_lower, float limit_lin_z_upper, float limit_ang_x_lower, float limit_ang_x_upper, float limit_ang_y_lower, float limit_ang_y_upper, float limit_ang_z_lower, float limit_ang_z_upper, float spring_stiffness_x, float spring_stiffness_y, float spring_stiffness_z, float spring_stiffness_ang_x, float spring_stiffness_ang_y, float spring_stiffness_ang_z, float spring_damping_x, float spring_damping_y, float spring_damping_z, float spring_damping_ang_x, float spring_damping_ang_y, float spring_damping_ang_z, float motor_lin_target_velocity, float motor_ang_target_velocity, float motor_lin_max_impulse, float motor_ang_max_impulse, object ptr_physics_constraint) { this.ptr_ob1 = ptr_ob1; this.ptr_ob2 = ptr_ob2; this.type = type; this.num_solver_iterations = num_solver_iterations; this.flag = flag; this.breaking_threshold = breaking_threshold; this.spring_type = spring_type; this._pad = _pad; this.limit_lin_x_lower = limit_lin_x_lower; this.limit_lin_x_upper = limit_lin_x_upper; this.limit_lin_y_lower = limit_lin_y_lower; this.limit_lin_y_upper = limit_lin_y_upper; this.limit_lin_z_lower = limit_lin_z_lower; this.limit_lin_z_upper = limit_lin_z_upper; this.limit_ang_x_lower = limit_ang_x_lower; this.limit_ang_x_upper = limit_ang_x_upper; this.limit_ang_y_lower = limit_ang_y_lower; this.limit_ang_y_upper = limit_ang_y_upper; this.limit_ang_z_lower = limit_ang_z_lower; this.limit_ang_z_upper = limit_ang_z_upper; this.spring_stiffness_x = spring_stiffness_x; this.spring_stiffness_y = spring_stiffness_y; this.spring_stiffness_z = spring_stiffness_z; this.spring_stiffness_ang_x = spring_stiffness_ang_x; this.spring_stiffness_ang_y = spring_stiffness_ang_y; this.spring_stiffness_ang_z = spring_stiffness_ang_z; this.spring_damping_x = spring_damping_x; this.spring_damping_y = spring_damping_y; this.spring_damping_z = spring_damping_z; this.spring_damping_ang_x = spring_damping_ang_x; this.spring_damping_ang_y = spring_damping_ang_y; this.spring_damping_ang_z = spring_damping_ang_z; this.motor_lin_target_velocity = motor_lin_target_velocity; this.motor_ang_target_velocity = motor_ang_target_velocity; this.motor_lin_max_impulse = motor_lin_max_impulse; this.motor_ang_max_impulse = motor_ang_max_impulse; this.ptr_physics_constraint = ptr_physics_constraint; } } }