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