369 lines
17 KiB
C#
369 lines
17 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(53, "bPoseChannel", 1016)]
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public class bPoseChannel {
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[DNAFieldAttribute(8, "bPoseChannel", 0, "*next", "bPoseChannel", true, 0)]
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public bPoseChannel next;
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[DNAFieldAttribute(8, "bPoseChannel", 1, "*prev", "bPoseChannel", true, 8)]
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public bPoseChannel prev;
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[DNAFieldAttribute(8, "IDProperty", 2, "*prop", "IDProperty", true, 16)]
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public IDProperty prop;
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[DNAFieldAttribute(16, "ListBase", 3, "constraints", "ListBase", false, 24)]
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public ListBase constraints;
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[DNAArrayAttribute(64, "char", 4, "name[64]", "System.Char[]", 64, 40)]
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public char[] name = new System.Char[64];
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[DNAFieldAttribute(2, "short", 5, "flag", "short", false, 104)]
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public short flag;
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[DNAFieldAttribute(2, "short", 6, "ikflag", "short", false, 106)]
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public short ikflag;
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[DNAFieldAttribute(2, "short", 7, "protectflag", "short", false, 108)]
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public short protectflag;
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[DNAFieldAttribute(2, "short", 8, "agrp_index", "short", false, 110)]
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public short agrp_index;
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[DNAFieldAttribute(1, "char", 9, "constflag", "char", false, 112)]
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public char constflag;
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[DNAFieldAttribute(1, "char", 10, "selectflag", "char", false, 113)]
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public char selectflag;
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[DNAFieldAttribute(1, "char", 11, "drawflag", "char", false, 114)]
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public char drawflag;
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[DNAFieldAttribute(1, "char", 12, "bboneflag", "char", false, 115)]
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public char bboneflag;
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[DNAArrayAttribute(4, "char", 13, "_pad0[4]", "System.Char[]", 4, 116)]
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public char[] _pad0 = new System.Char[4];
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[DNAFieldAttribute(8, "Bone", 14, "*bone", "Bone", true, 120)]
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public Bone bone;
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[DNAFieldAttribute(8, "bPoseChannel", 15, "*parent", "bPoseChannel", true, 128)]
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public bPoseChannel parent;
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[DNAFieldAttribute(8, "bPoseChannel", 16, "*child", "bPoseChannel", true, 136)]
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public bPoseChannel child;
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[DNAFieldAttribute(16, "ListBase", 17, "iktree", "ListBase", false, 144)]
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public ListBase iktree;
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[DNAFieldAttribute(16, "ListBase", 18, "siktree", "ListBase", false, 160)]
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public ListBase siktree;
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[DNAFieldAttribute(8, "bMotionPath", 19, "*mpath", "bMotionPath", true, 176)]
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public bMotionPath mpath;
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[DNAFieldAttribute(8, "Object", 20, "*custom", "Object", true, 184)]
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public Object custom;
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[DNAFieldAttribute(8, "bPoseChannel", 21, "*custom_tx", "bPoseChannel", true, 192)]
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public bPoseChannel custom_tx;
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[DNAFieldAttribute(4, "float", 22, "custom_scale", "float", false, 200)]
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public float custom_scale;
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[DNAArrayAttribute(12, "float", 23, "custom_scale_xyz[3]", "System.Single[]", 3, 204)]
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public float[] custom_scale_xyz = new System.Single[3];
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[DNAArrayAttribute(12, "float", 24, "custom_translation[3]", "System.Single[]", 3, 216)]
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public float[] custom_translation = new System.Single[3];
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[DNAArrayAttribute(12, "float", 25, "custom_rotation_euler[3]", "System.Single[]", 3, 228)]
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public float[] custom_rotation_euler = new System.Single[3];
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[DNAFieldAttribute(4, "float", 26, "custom_shape_wire_width", "float", false, 240)]
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public float custom_shape_wire_width;
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[DNAArrayAttribute(12, "float", 27, "loc[3]", "System.Single[]", 3, 244)]
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public float[] loc = new System.Single[3];
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[DNAArrayAttribute(12, "float", 28, "size[3]", "System.Single[]", 3, 256)]
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public float[] size = new System.Single[3];
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[DNAArrayAttribute(12, "float", 29, "eul[3]", "System.Single[]", 3, 268)]
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public float[] eul = new System.Single[3];
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[DNAArrayAttribute(16, "float", 30, "quat[4]", "System.Single[]", 4, 280)]
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public float[] quat = new System.Single[4];
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[DNAArrayAttribute(12, "float", 31, "rotAxis[3]", "System.Single[]", 3, 296)]
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public float[] rotAxis = new System.Single[3];
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[DNAFieldAttribute(4, "float", 32, "rotAngle", "float", false, 308)]
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public float rotAngle;
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[DNAFieldAttribute(2, "short", 33, "rotmode", "short", false, 312)]
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public short rotmode;
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[DNAArrayAttribute(6, "char", 34, "_pad[6]", "System.Char[]", 6, 314)]
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public char[] _pad = new System.Char[6];
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[DNAArrayAttribute(64, "float", 35, "chan_mat[4][4]", "System.Single[,]", 8, 320)]
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public float[,] chan_mat = new System.Single[4,4];
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[DNAArrayAttribute(64, "float", 36, "pose_mat[4][4]", "System.Single[,]", 8, 384)]
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public float[,] pose_mat = new System.Single[4,4];
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[DNAArrayAttribute(64, "float", 37, "disp_mat[4][4]", "System.Single[,]", 8, 448)]
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public float[,] disp_mat = new System.Single[4,4];
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[DNAArrayAttribute(64, "float", 38, "disp_tail_mat[4][4]", "System.Single[,]", 8, 512)]
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public float[,] disp_tail_mat = new System.Single[4,4];
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[DNAArrayAttribute(64, "float", 39, "constinv[4][4]", "System.Single[,]", 8, 576)]
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public float[,] constinv = new System.Single[4,4];
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[DNAArrayAttribute(12, "float", 40, "pose_head[3]", "System.Single[]", 3, 640)]
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public float[] pose_head = new System.Single[3];
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[DNAArrayAttribute(12, "float", 41, "pose_tail[3]", "System.Single[]", 3, 652)]
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public float[] pose_tail = new System.Single[3];
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[DNAArrayAttribute(12, "float", 42, "limitmin[3]", "System.Single[]", 3, 664)]
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public float[] limitmin = new System.Single[3];
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[DNAArrayAttribute(12, "float", 43, "limitmax[3]", "System.Single[]", 3, 676)]
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public float[] limitmax = new System.Single[3];
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[DNAArrayAttribute(12, "float", 44, "stiffness[3]", "System.Single[]", 3, 688)]
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public float[] stiffness = new System.Single[3];
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[DNAFieldAttribute(4, "float", 45, "ikstretch", "float", false, 700)]
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public float ikstretch;
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[DNAFieldAttribute(4, "float", 46, "ikrotweight", "float", false, 704)]
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public float ikrotweight;
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[DNAFieldAttribute(4, "float", 47, "iklinweight", "float", false, 708)]
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public float iklinweight;
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[DNAFieldAttribute(4, "float", 48, "roll1", "float", false, 712)]
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public float roll1;
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[DNAFieldAttribute(4, "float", 49, "roll2", "float", false, 716)]
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public float roll2;
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[DNAFieldAttribute(4, "float", 50, "curveInX", "float", false, 720)]
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public float curveInX;
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[DNAFieldAttribute(4, "float", 51, "curveInY", "float", false, 724)]
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public float curveInY;
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[DNAFieldAttribute(4, "float", 52, "curveOutX", "float", false, 728)]
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public float curveOutX;
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[DNAFieldAttribute(4, "float", 53, "curveOutY", "float", false, 732)]
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public float curveOutY;
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[DNAFieldAttribute(4, "float", 54, "ease1", "float", false, 736)]
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public float ease1;
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[DNAFieldAttribute(4, "float", 55, "ease2", "float", false, 740)]
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public float ease2;
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[DNAFieldAttribute(4, "float", 56, "scaleIn", "float", false, 744)]
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public float scaleIn;
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[DNAFieldAttribute(4, "float", 57, "scale_in_y", "float", false, 748)]
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public float scale_in_y;
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[DNAFieldAttribute(4, "float", 58, "scaleOut", "float", false, 752)]
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public float scaleOut;
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[DNAFieldAttribute(4, "float", 59, "scale_out_y", "float", false, 756)]
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public float scale_out_y;
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[DNAArrayAttribute(12, "float", 60, "scale_in[3]", "System.Single[]", 3, 760)]
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public float[] scale_in = new System.Single[3];
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[DNAArrayAttribute(12, "float", 61, "scale_out[3]", "System.Single[]", 3, 772)]
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public float[] scale_out = new System.Single[3];
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[DNAFieldAttribute(8, "bPoseChannel", 62, "*bbone_prev", "bPoseChannel", true, 784)]
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public bPoseChannel bbone_prev;
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[DNAFieldAttribute(8, "bPoseChannel", 63, "*bbone_next", "bPoseChannel", true, 792)]
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public bPoseChannel bbone_next;
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[DNAFieldAttribute(8, "void", 64, "*temp", "void", true, 800)]
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public object temp;
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[DNAFieldAttribute(8, "bPoseChannelDrawData", 65, "*draw_data", "bPoseChannelDrawData", true, 808)]
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public bPoseChannelDrawData draw_data;
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[DNAFieldAttribute(8, "bPoseChannel", 66, "*orig_pchan", "bPoseChannel", true, 816)]
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public bPoseChannel orig_pchan;
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[DNAFieldAttribute(24, "BoneColor", 67, "color", "BoneColor", false, 824)]
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public BoneColor color;
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[DNAFieldAttribute(168, "bPoseChannel_Runtime", 68, "runtime", "bPoseChannel_Runtime", false, 848)]
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public bPoseChannel_Runtime runtime;
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public bPoseChannel() {
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this.next = default;
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this.prev = default;
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this.prop = default;
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this.constraints = default;
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this.name = default;
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this.flag = default;
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this.ikflag = default;
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this.protectflag = default;
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this.agrp_index = default;
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this.constflag = default;
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this.selectflag = default;
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this.drawflag = default;
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this.bboneflag = default;
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this._pad0 = default;
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this.bone = default;
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this.parent = default;
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this.child = default;
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this.iktree = default;
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this.siktree = default;
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this.mpath = default;
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this.custom = default;
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this.custom_tx = default;
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this.custom_scale = default;
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this.custom_scale_xyz = default;
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this.custom_translation = default;
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this.custom_rotation_euler = default;
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this.custom_shape_wire_width = default;
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this.loc = default;
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this.size = default;
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this.eul = default;
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this.quat = default;
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this.rotAxis = default;
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this.rotAngle = default;
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this.rotmode = default;
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this._pad = default;
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this.chan_mat = default;
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this.pose_mat = default;
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this.disp_mat = default;
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this.disp_tail_mat = default;
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this.constinv = default;
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this.pose_head = default;
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this.pose_tail = default;
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this.limitmin = default;
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this.limitmax = default;
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this.stiffness = default;
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this.ikstretch = default;
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this.ikrotweight = default;
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this.iklinweight = default;
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this.roll1 = default;
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this.roll2 = default;
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this.curveInX = default;
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this.curveInY = default;
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this.curveOutX = default;
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this.curveOutY = default;
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this.ease1 = default;
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this.ease2 = default;
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this.scaleIn = default;
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this.scale_in_y = default;
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this.scaleOut = default;
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this.scale_out_y = default;
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this.scale_in = default;
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this.scale_out = default;
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this.bbone_prev = default;
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this.bbone_next = default;
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this.temp = default;
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this.draw_data = default;
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this.orig_pchan = default;
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this.color = default;
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this.runtime = default;
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}
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public bPoseChannel(
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bPoseChannel next,
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bPoseChannel prev,
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IDProperty prop,
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ListBase constraints,
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char[] name,
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short flag,
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short ikflag,
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short protectflag,
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short agrp_index,
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char constflag,
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char selectflag,
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char drawflag,
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char bboneflag,
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char[] _pad0,
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Bone bone,
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bPoseChannel parent,
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bPoseChannel child,
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ListBase iktree,
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ListBase siktree,
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bMotionPath mpath,
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Object custom,
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bPoseChannel custom_tx,
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float custom_scale,
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float[] custom_scale_xyz,
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float[] custom_translation,
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float[] custom_rotation_euler,
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float custom_shape_wire_width,
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float[] loc,
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float[] size,
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float[] eul,
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float[] quat,
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float[] rotAxis,
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float rotAngle,
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short rotmode,
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char[] _pad,
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float[,] chan_mat,
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float[,] pose_mat,
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float[,] disp_mat,
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float[,] disp_tail_mat,
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float[,] constinv,
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float[] pose_head,
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float[] pose_tail,
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float[] limitmin,
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float[] limitmax,
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float[] stiffness,
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float ikstretch,
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float ikrotweight,
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float iklinweight,
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float roll1,
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float roll2,
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float curveInX,
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float curveInY,
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float curveOutX,
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float curveOutY,
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float ease1,
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float ease2,
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float scaleIn,
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float scale_in_y,
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float scaleOut,
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float scale_out_y,
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float[] scale_in,
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float[] scale_out,
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bPoseChannel bbone_prev,
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bPoseChannel bbone_next,
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object temp,
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bPoseChannelDrawData draw_data,
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bPoseChannel orig_pchan,
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BoneColor color,
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bPoseChannel_Runtime runtime) {
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this.next = next;
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this.prev = prev;
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this.prop = prop;
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this.constraints = constraints;
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this.name = name;
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this.flag = flag;
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this.ikflag = ikflag;
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this.protectflag = protectflag;
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this.agrp_index = agrp_index;
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this.constflag = constflag;
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this.selectflag = selectflag;
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this.drawflag = drawflag;
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this.bboneflag = bboneflag;
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this._pad0 = _pad0;
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this.bone = bone;
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this.parent = parent;
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this.child = child;
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this.iktree = iktree;
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this.siktree = siktree;
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this.mpath = mpath;
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this.custom = custom;
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this.custom_tx = custom_tx;
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this.custom_scale = custom_scale;
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this.custom_scale_xyz = custom_scale_xyz;
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this.custom_translation = custom_translation;
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this.custom_rotation_euler = custom_rotation_euler;
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this.custom_shape_wire_width = custom_shape_wire_width;
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this.loc = loc;
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this.size = size;
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this.eul = eul;
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this.quat = quat;
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this.rotAxis = rotAxis;
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this.rotAngle = rotAngle;
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this.rotmode = rotmode;
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this._pad = _pad;
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this.chan_mat = chan_mat;
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this.pose_mat = pose_mat;
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this.disp_mat = disp_mat;
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this.disp_tail_mat = disp_tail_mat;
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this.constinv = constinv;
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this.pose_head = pose_head;
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this.pose_tail = pose_tail;
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this.limitmin = limitmin;
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this.limitmax = limitmax;
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this.stiffness = stiffness;
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this.ikstretch = ikstretch;
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this.ikrotweight = ikrotweight;
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this.iklinweight = iklinweight;
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this.roll1 = roll1;
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this.roll2 = roll2;
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this.curveInX = curveInX;
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this.curveInY = curveInY;
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this.curveOutX = curveOutX;
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this.curveOutY = curveOutY;
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this.ease1 = ease1;
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this.ease2 = ease2;
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this.scaleIn = scaleIn;
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this.scale_in_y = scale_in_y;
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this.scaleOut = scaleOut;
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this.scale_out_y = scale_out_y;
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this.scale_in = scale_in;
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this.scale_out = scale_out;
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this.bbone_prev = bbone_prev;
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this.bbone_next = bbone_next;
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this.temp = temp;
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this.draw_data = draw_data;
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this.orig_pchan = orig_pchan;
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this.color = color;
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this.runtime = runtime;
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}
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}
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}
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