124 lines
5.4 KiB
C#
124 lines
5.4 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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using BlendFile;
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[DNAClassAttribute(492, "WarpModifierData", 520)]
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public class WarpModifierData {
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[DNAFieldAttribute(0, "ModifierData", "modifier", "ModifierData", 120, false, 0)]
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public ModifierData modifier;
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[DNAFieldAttribute(1, "Tex", "*texture", "Tex", 8, true, 120)]
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public Tex ptr_texture;
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[DNAFieldAttribute(2, "Object", "*map_object", "Object", 8, true, 128)]
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public Object ptr_map_object;
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[DNAFieldAttribute(3, "char", "map_bone[64]", "System.Char[]", 64, false, 136)]
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public char[] map_bone = new System.Char[64];
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[DNAFieldAttribute(4, "char", "uvlayer_name[68]", "System.Char[]", 68, false, 200)]
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public char[] uvlayer_name = new System.Char[68];
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[DNAFieldAttribute(5, "char", "_pad1[4]", "System.Char[]", 4, false, 268)]
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public char[] _pad1 = new System.Char[4];
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[DNAFieldAttribute(6, "int", "uvlayer_tmp", "int", 4, false, 272)]
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public int uvlayer_tmp;
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[DNAFieldAttribute(7, "int", "texmapping", "int", 4, false, 276)]
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public int texmapping;
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[DNAFieldAttribute(8, "Object", "*object_from", "Object", 8, true, 280)]
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public Object ptr_object_from;
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[DNAFieldAttribute(9, "Object", "*object_to", "Object", 8, true, 288)]
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public Object ptr_object_to;
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[DNAFieldAttribute(10, "char", "bone_from[64]", "System.Char[]", 64, false, 296)]
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public char[] bone_from = new System.Char[64];
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[DNAFieldAttribute(11, "char", "bone_to[64]", "System.Char[]", 64, false, 360)]
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public char[] bone_to = new System.Char[64];
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[DNAFieldAttribute(12, "CurveMapping", "*curfalloff", "CurveMapping", 8, true, 424)]
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public CurveMapping ptr_curfalloff;
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[DNAFieldAttribute(13, "char", "defgrp_name[64]", "System.Char[]", 64, false, 432)]
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public char[] defgrp_name = new System.Char[64];
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[DNAFieldAttribute(14, "float", "strength", "float", 4, false, 496)]
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public float strength;
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[DNAFieldAttribute(15, "float", "falloff_radius", "float", 4, false, 500)]
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public float falloff_radius;
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[DNAFieldAttribute(16, "char", "flag", "char", 1, false, 504)]
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public char flag;
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[DNAFieldAttribute(17, "char", "falloff_type", "char", 1, false, 505)]
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public char falloff_type;
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[DNAFieldAttribute(18, "char", "_pad2[6]", "System.Char[]", 6, false, 506)]
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public char[] _pad2 = new System.Char[6];
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[DNAFieldAttribute(19, "void", "*_pad3", "void", 8, true, 512)]
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public object ptr__pad3;
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public WarpModifierData() {
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this.modifier = default;
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this.ptr_texture = default;
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this.ptr_map_object = default;
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this.map_bone = default;
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this.uvlayer_name = default;
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this._pad1 = default;
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this.uvlayer_tmp = default;
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this.texmapping = default;
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this.ptr_object_from = default;
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this.ptr_object_to = default;
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this.bone_from = default;
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this.bone_to = default;
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this.ptr_curfalloff = default;
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this.defgrp_name = default;
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this.strength = default;
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this.falloff_radius = default;
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this.flag = default;
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this.falloff_type = default;
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this._pad2 = default;
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this.ptr__pad3 = default;
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}
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public WarpModifierData(
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ModifierData modifier,
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Tex ptr_texture,
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Object ptr_map_object,
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char[] map_bone,
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char[] uvlayer_name,
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char[] _pad1,
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int uvlayer_tmp,
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int texmapping,
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Object ptr_object_from,
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Object ptr_object_to,
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char[] bone_from,
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char[] bone_to,
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CurveMapping ptr_curfalloff,
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char[] defgrp_name,
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float strength,
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float falloff_radius,
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char flag,
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char falloff_type,
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char[] _pad2,
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object ptr__pad3) {
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this.modifier = modifier;
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this.ptr_texture = ptr_texture;
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this.ptr_map_object = ptr_map_object;
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this.map_bone = map_bone;
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this.uvlayer_name = uvlayer_name;
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this._pad1 = _pad1;
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this.uvlayer_tmp = uvlayer_tmp;
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this.texmapping = texmapping;
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this.ptr_object_from = ptr_object_from;
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this.ptr_object_to = ptr_object_to;
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this.bone_from = bone_from;
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this.bone_to = bone_to;
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this.ptr_curfalloff = ptr_curfalloff;
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this.defgrp_name = defgrp_name;
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this.strength = strength;
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this.falloff_radius = falloff_radius;
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this.flag = flag;
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this.falloff_type = falloff_type;
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this._pad2 = _pad2;
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this.ptr__pad3 = ptr__pad3;
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}
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}
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}
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