Files
BlenderSharp/BlendFile/DNA/RigidBodyCon.cs
Samuele Lorefice 439cea385f Regenerated files
2025-01-22 18:11:19 +01:00

131 lines
5.6 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
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;
}
}
}