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

124 lines
5.3 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(492, "WarpModifierData", 520)]
public class WarpModifierData {
[DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)]
public ModifierData modifier;
[DNAFieldAttribute(8, "Tex", 1, "*texture", "Tex", true, 120)]
public Tex texture;
[DNAFieldAttribute(8, "Object", 2, "*map_object", "Object", true, 128)]
public Object map_object;
[DNAFieldAttribute(64, "char", 3, "map_bone[64]", "System.Char[]", false, 136)]
public char[] map_bone = new System.Char[64];
[DNAFieldAttribute(68, "char", 4, "uvlayer_name[68]", "System.Char[]", false, 200)]
public char[] uvlayer_name = new System.Char[68];
[DNAFieldAttribute(4, "char", 5, "_pad1[4]", "System.Char[]", false, 268)]
public char[] _pad1 = new System.Char[4];
[DNAFieldAttribute(4, "int", 6, "uvlayer_tmp", "int", false, 272)]
public int uvlayer_tmp;
[DNAFieldAttribute(4, "int", 7, "texmapping", "int", false, 276)]
public int texmapping;
[DNAFieldAttribute(8, "Object", 8, "*object_from", "Object", true, 280)]
public Object object_from;
[DNAFieldAttribute(8, "Object", 9, "*object_to", "Object", true, 288)]
public Object object_to;
[DNAFieldAttribute(64, "char", 10, "bone_from[64]", "System.Char[]", false, 296)]
public char[] bone_from = new System.Char[64];
[DNAFieldAttribute(64, "char", 11, "bone_to[64]", "System.Char[]", false, 360)]
public char[] bone_to = new System.Char[64];
[DNAFieldAttribute(8, "CurveMapping", 12, "*curfalloff", "CurveMapping", true, 424)]
public CurveMapping curfalloff;
[DNAFieldAttribute(64, "char", 13, "defgrp_name[64]", "System.Char[]", false, 432)]
public char[] defgrp_name = new System.Char[64];
[DNAFieldAttribute(4, "float", 14, "strength", "float", false, 496)]
public float strength;
[DNAFieldAttribute(4, "float", 15, "falloff_radius", "float", false, 500)]
public float falloff_radius;
[DNAFieldAttribute(1, "char", 16, "flag", "char", false, 504)]
public char flag;
[DNAFieldAttribute(1, "char", 17, "falloff_type", "char", false, 505)]
public char falloff_type;
[DNAFieldAttribute(6, "char", 18, "_pad2[6]", "System.Char[]", false, 506)]
public char[] _pad2 = new System.Char[6];
[DNAFieldAttribute(8, "void", 19, "*_pad3", "void", true, 512)]
public object _pad3;
public WarpModifierData() {
this.modifier = default;
this.texture = default;
this.map_object = default;
this.map_bone = default;
this.uvlayer_name = default;
this._pad1 = default;
this.uvlayer_tmp = default;
this.texmapping = default;
this.object_from = default;
this.object_to = default;
this.bone_from = default;
this.bone_to = default;
this.curfalloff = default;
this.defgrp_name = default;
this.strength = default;
this.falloff_radius = default;
this.flag = default;
this.falloff_type = default;
this._pad2 = default;
this._pad3 = default;
}
public WarpModifierData(
ModifierData modifier,
Tex texture,
Object map_object,
char[] map_bone,
char[] uvlayer_name,
char[] _pad1,
int uvlayer_tmp,
int texmapping,
Object object_from,
Object object_to,
char[] bone_from,
char[] bone_to,
CurveMapping curfalloff,
char[] defgrp_name,
float strength,
float falloff_radius,
char flag,
char falloff_type,
char[] _pad2,
object _pad3) {
this.modifier = modifier;
this.texture = texture;
this.map_object = map_object;
this.map_bone = map_bone;
this.uvlayer_name = uvlayer_name;
this._pad1 = _pad1;
this.uvlayer_tmp = uvlayer_tmp;
this.texmapping = texmapping;
this.object_from = object_from;
this.object_to = object_to;
this.bone_from = bone_from;
this.bone_to = bone_to;
this.curfalloff = 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._pad3 = _pad3;
}
}
}