// Automatically generated by BlenderSharp at 22/01/2025 02:21:57 namespace BlendFile.DNA { public class bArmature { public ID id; public AnimData ptr_adt; public ListBase bonebase; public GHash ptr_bonehash; public object ptr__pad1; public ListBase ptr_edbo; public Bone ptr_act_bone; public EditBone ptr_act_edbone; public char needs_flush_to_id; public char[] _pad0 = new System.Char[3]; public int flag; public int drawtype; public short deformflag; public short pathflag; public ListBase collections; public BoneCollection ptr_ptr_collection_array; public int collection_array_num; public int collection_root_count; public char[] active_collection_name = new System.Char[64]; public int layer_used; public int layer; public int layer_protected; public float axes_position; public bArmature_Runtime runtime; public bArmature( ID id, AnimData ptr_adt, ListBase bonebase, GHash ptr_bonehash, object ptr__pad1, ListBase ptr_edbo, Bone ptr_act_bone, EditBone ptr_act_edbone, char needs_flush_to_id, char[] _pad0, int flag, int drawtype, short deformflag, short pathflag, ListBase collections, BoneCollection ptr_ptr_collection_array, int collection_array_num, int collection_root_count, char[] active_collection_name, int layer_used, int layer, int layer_protected, float axes_position, bArmature_Runtime runtime) { this.id = id; this.ptr_adt = ptr_adt; this.bonebase = bonebase; this.ptr_bonehash = ptr_bonehash; this.ptr__pad1 = ptr__pad1; this.ptr_edbo = ptr_edbo; this.ptr_act_bone = ptr_act_bone; this.ptr_act_edbone = ptr_act_edbone; this.needs_flush_to_id = needs_flush_to_id; this._pad0 = _pad0; this.flag = flag; this.drawtype = drawtype; this.deformflag = deformflag; this.pathflag = pathflag; this.collections = collections; this.ptr_ptr_collection_array = ptr_ptr_collection_array; this.collection_array_num = collection_array_num; this.collection_root_count = collection_root_count; this.active_collection_name = active_collection_name; this.layer_used = layer_used; this.layer = layer; this.layer_protected = layer_protected; this.axes_position = axes_position; this.runtime = runtime; } } }