Files
BlenderSharp/BlendFile/DNA/WarpModifierData.cs
2025-01-22 17:40:14 +01:00

81 lines
2.9 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 BlendFile.CompatTypes;
using System;
namespace BlendFile.DNA {
public class WarpModifierData {
public ModifierData modifier;
public Tex ptr_texture;
public Object ptr_map_object;
public char[] map_bone = new System.Char[64];
public char[] uvlayer_name = new System.Char[68];
public char[] _pad1 = new System.Char[4];
public int uvlayer_tmp;
public int texmapping;
public Object ptr_object_from;
public Object ptr_object_to;
public char[] bone_from = new System.Char[64];
public char[] bone_to = new System.Char[64];
public CurveMapping ptr_curfalloff;
public char[] defgrp_name = new System.Char[64];
public float strength;
public float falloff_radius;
public char flag;
public char falloff_type;
public char[] _pad2 = new System.Char[6];
public object ptr__pad3;
public WarpModifierData(
ModifierData modifier,
Tex ptr_texture,
Object ptr_map_object,
char[] map_bone,
char[] uvlayer_name,
char[] _pad1,
int uvlayer_tmp,
int texmapping,
Object ptr_object_from,
Object ptr_object_to,
char[] bone_from,
char[] bone_to,
CurveMapping ptr_curfalloff,
char[] defgrp_name,
float strength,
float falloff_radius,
char flag,
char falloff_type,
char[] _pad2,
object ptr__pad3) {
this.modifier = modifier;
this.ptr_texture = ptr_texture;
this.ptr_map_object = ptr_map_object;
this.map_bone = map_bone;
this.uvlayer_name = uvlayer_name;
this._pad1 = _pad1;
this.uvlayer_tmp = uvlayer_tmp;
this.texmapping = texmapping;
this.ptr_object_from = ptr_object_from;
this.ptr_object_to = ptr_object_to;
this.bone_from = bone_from;
this.bone_to = bone_to;
this.ptr_curfalloff = ptr_curfalloff;
this.defgrp_name = defgrp_name;
this.strength = strength;
this.falloff_radius = falloff_radius;
this.flag = flag;
this.falloff_type = falloff_type;
this._pad2 = _pad2;
this.ptr__pad3 = ptr__pad3;
}
}
}