Files
BlenderSharp/BlendFile/DNA/Bone.cs
2025-03-04 18:48:04 +01:00

289 lines
12 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 {
using BlendFile;
[DNAClassAttribute(54, "Bone", 472)]
public class Bone {
[DNAFieldAttribute(8, "Bone", 0, "*next", "Bone", true, 0)]
public Bone next;
[DNAFieldAttribute(8, "Bone", 1, "*prev", "Bone", true, 8)]
public Bone prev;
[DNAFieldAttribute(8, "IDProperty", 2, "*prop", "IDProperty", true, 16)]
public IDProperty prop;
[DNAFieldAttribute(8, "Bone", 3, "*parent", "Bone", true, 24)]
public Bone parent;
[DNAFieldAttribute(16, "ListBase", 4, "childbase", "ListBase", false, 32)]
public ListBase childbase;
[DNAFieldAttribute(64, "char", 5, "name[64]", "System.Char[]", false, 48)]
public char[] name = new System.Char[64];
[DNAFieldAttribute(4, "float", 6, "roll", "float", false, 112)]
public float roll;
[DNAFieldAttribute(12, "float", 7, "head[3]", "System.Single[]", false, 116)]
public float[] head = new System.Single[3];
[DNAFieldAttribute(12, "float", 8, "tail[3]", "System.Single[]", false, 128)]
public float[] tail = new System.Single[3];
[DNAFieldAttribute(36, "float", 9, "bone_mat[3][3]", "System.Single[,]", false, 140)]
public float[,] bone_mat = new System.Single[3,3];
[DNAFieldAttribute(4, "int", 10, "flag", "int", false, 176)]
public int flag;
[DNAFieldAttribute(4, "char", 11, "_pad1[4]", "System.Char[]", false, 180)]
public char[] _pad1 = new System.Char[4];
[DNAFieldAttribute(24, "BoneColor", 12, "color", "BoneColor", false, 184)]
public BoneColor color;
[DNAFieldAttribute(1, "char", 13, "inherit_scale_mode", "char", false, 208)]
public char inherit_scale_mode;
[DNAFieldAttribute(3, "char", 14, "_pad[3]", "System.Char[]", false, 209)]
public char[] _pad = new System.Char[3];
[DNAFieldAttribute(12, "float", 15, "arm_head[3]", "System.Single[]", false, 212)]
public float[] arm_head = new System.Single[3];
[DNAFieldAttribute(12, "float", 16, "arm_tail[3]", "System.Single[]", false, 224)]
public float[] arm_tail = new System.Single[3];
[DNAFieldAttribute(64, "float", 17, "arm_mat[4][4]", "System.Single[,]", false, 236)]
public float[,] arm_mat = new System.Single[4,4];
[DNAFieldAttribute(4, "float", 18, "arm_roll", "float", false, 300)]
public float arm_roll;
[DNAFieldAttribute(4, "float", 19, "dist", "float", false, 304)]
public float dist;
[DNAFieldAttribute(4, "float", 20, "weight", "float", false, 308)]
public float weight;
[DNAFieldAttribute(4, "float", 21, "xwidth", "float", false, 312)]
public float xwidth;
[DNAFieldAttribute(4, "float", 22, "length", "float", false, 316)]
public float length;
[DNAFieldAttribute(4, "float", 23, "zwidth", "float", false, 320)]
public float zwidth;
[DNAFieldAttribute(4, "float", 24, "rad_head", "float", false, 324)]
public float rad_head;
[DNAFieldAttribute(4, "float", 25, "rad_tail", "float", false, 328)]
public float rad_tail;
[DNAFieldAttribute(4, "float", 26, "roll1", "float", false, 332)]
public float roll1;
[DNAFieldAttribute(4, "float", 27, "roll2", "float", false, 336)]
public float roll2;
[DNAFieldAttribute(4, "float", 28, "curveInX", "float", false, 340)]
public float curveInX;
[DNAFieldAttribute(4, "float", 29, "curveInY", "float", false, 344)]
public float curveInY;
[DNAFieldAttribute(4, "float", 30, "curveOutX", "float", false, 348)]
public float curveOutX;
[DNAFieldAttribute(4, "float", 31, "curveOutY", "float", false, 352)]
public float curveOutY;
[DNAFieldAttribute(4, "float", 32, "ease1", "float", false, 356)]
public float ease1;
[DNAFieldAttribute(4, "float", 33, "ease2", "float", false, 360)]
public float ease2;
[DNAFieldAttribute(4, "float", 34, "scaleIn", "float", false, 364)]
public float scaleIn;
[DNAFieldAttribute(4, "float", 35, "scale_in_y", "float", false, 368)]
public float scale_in_y;
[DNAFieldAttribute(4, "float", 36, "scaleOut", "float", false, 372)]
public float scaleOut;
[DNAFieldAttribute(4, "float", 37, "scale_out_y", "float", false, 376)]
public float scale_out_y;
[DNAFieldAttribute(12, "float", 38, "scale_in[3]", "System.Single[]", false, 380)]
public float[] scale_in = new System.Single[3];
[DNAFieldAttribute(12, "float", 39, "scale_out[3]", "System.Single[]", false, 392)]
public float[] scale_out = new System.Single[3];
[DNAFieldAttribute(12, "float", 40, "size[3]", "System.Single[]", false, 404)]
public float[] size = new System.Single[3];
[DNAFieldAttribute(4, "int", 41, "layer", "int", false, 416)]
public int layer;
[DNAFieldAttribute(2, "short", 42, "segments", "short", false, 420)]
public short segments;
[DNAFieldAttribute(1, "char", 43, "bbone_mapping_mode", "char", false, 422)]
public char bbone_mapping_mode;
[DNAFieldAttribute(7, "char", 44, "_pad2[7]", "System.Char[]", false, 423)]
public char[] _pad2 = new System.Char[7];
[DNAFieldAttribute(1, "char", 45, "bbone_prev_type", "char", false, 430)]
public char bbone_prev_type;
[DNAFieldAttribute(1, "char", 46, "bbone_next_type", "char", false, 431)]
public char bbone_next_type;
[DNAFieldAttribute(4, "int", 47, "bbone_flag", "int", false, 432)]
public int bbone_flag;
[DNAFieldAttribute(2, "short", 48, "bbone_prev_flag", "short", false, 436)]
public short bbone_prev_flag;
[DNAFieldAttribute(2, "short", 49, "bbone_next_flag", "short", false, 438)]
public short bbone_next_flag;
[DNAFieldAttribute(8, "Bone", 50, "*bbone_prev", "Bone", true, 440)]
public Bone bbone_prev;
[DNAFieldAttribute(8, "Bone", 51, "*bbone_next", "Bone", true, 448)]
public Bone bbone_next;
[DNAFieldAttribute(16, "Bone_Runtime", 52, "runtime", "Bone_Runtime", false, 456)]
public Bone_Runtime runtime;
public Bone() {
this.next = default;
this.prev = default;
this.prop = default;
this.parent = default;
this.childbase = default;
this.name = default;
this.roll = default;
this.head = default;
this.tail = default;
this.bone_mat = default;
this.flag = default;
this._pad1 = default;
this.color = default;
this.inherit_scale_mode = default;
this._pad = default;
this.arm_head = default;
this.arm_tail = default;
this.arm_mat = default;
this.arm_roll = default;
this.dist = default;
this.weight = default;
this.xwidth = default;
this.length = default;
this.zwidth = default;
this.rad_head = default;
this.rad_tail = default;
this.roll1 = default;
this.roll2 = default;
this.curveInX = default;
this.curveInY = default;
this.curveOutX = default;
this.curveOutY = default;
this.ease1 = default;
this.ease2 = default;
this.scaleIn = default;
this.scale_in_y = default;
this.scaleOut = default;
this.scale_out_y = default;
this.scale_in = default;
this.scale_out = default;
this.size = default;
this.layer = default;
this.segments = default;
this.bbone_mapping_mode = default;
this._pad2 = default;
this.bbone_prev_type = default;
this.bbone_next_type = default;
this.bbone_flag = default;
this.bbone_prev_flag = default;
this.bbone_next_flag = default;
this.bbone_prev = default;
this.bbone_next = default;
this.runtime = default;
}
public Bone(
Bone next,
Bone prev,
IDProperty prop,
Bone 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 bbone_prev,
Bone bbone_next,
Bone_Runtime runtime) {
this.next = next;
this.prev = prev;
this.prop = prop;
this.parent = 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.bbone_prev = bbone_prev;
this.bbone_next = bbone_next;
this.runtime = runtime;
}
}
}