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

114 lines
4.6 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(770, "RigidBodyOb", 88)]
public class RigidBodyOb {
[DNAFieldAttribute(2, "short", 0, "type", "short", false, 0)]
public short type;
[DNAFieldAttribute(2, "short", 1, "shape", "short", false, 2)]
public short shape;
[DNAFieldAttribute(4, "int", 2, "flag", "int", false, 4)]
public int flag;
[DNAFieldAttribute(4, "int", 3, "col_groups", "int", false, 8)]
public int col_groups;
[DNAFieldAttribute(2, "short", 4, "mesh_source", "short", false, 12)]
public short mesh_source;
[DNAFieldAttribute(2, "char", 5, "_pad[2]", "System.Char[]", false, 14)]
public char[] _pad = new System.Char[2];
[DNAFieldAttribute(4, "float", 6, "mass", "float", false, 16)]
public float mass;
[DNAFieldAttribute(4, "float", 7, "friction", "float", false, 20)]
public float friction;
[DNAFieldAttribute(4, "float", 8, "restitution", "float", false, 24)]
public float restitution;
[DNAFieldAttribute(4, "float", 9, "margin", "float", false, 28)]
public float margin;
[DNAFieldAttribute(4, "float", 10, "lin_damping", "float", false, 32)]
public float lin_damping;
[DNAFieldAttribute(4, "float", 11, "ang_damping", "float", false, 36)]
public float ang_damping;
[DNAFieldAttribute(4, "float", 12, "lin_sleep_thresh", "float", false, 40)]
public float lin_sleep_thresh;
[DNAFieldAttribute(4, "float", 13, "ang_sleep_thresh", "float", false, 44)]
public float ang_sleep_thresh;
[DNAFieldAttribute(16, "float", 14, "orn[4]", "System.Single[]", false, 48)]
public float[] orn = new System.Single[4];
[DNAFieldAttribute(12, "float", 15, "pos[3]", "System.Single[]", false, 64)]
public float[] pos = new System.Single[3];
[DNAFieldAttribute(4, "char", 16, "_pad1[4]", "System.Char[]", false, 76)]
public char[] _pad1 = new System.Char[4];
[DNAFieldAttribute(8, "RigidBodyOb_Shared", 17, "*shared", "RigidBodyOb_Shared", true, 80)]
public RigidBodyOb_Shared shared;
public RigidBodyOb() {
this.type = default;
this.shape = default;
this.flag = default;
this.col_groups = default;
this.mesh_source = default;
this._pad = default;
this.mass = default;
this.friction = default;
this.restitution = default;
this.margin = default;
this.lin_damping = default;
this.ang_damping = default;
this.lin_sleep_thresh = default;
this.ang_sleep_thresh = default;
this.orn = default;
this.pos = default;
this._pad1 = default;
this.shared = default;
}
public RigidBodyOb(
short type,
short shape,
int flag,
int col_groups,
short mesh_source,
char[] _pad,
float mass,
float friction,
float restitution,
float margin,
float lin_damping,
float ang_damping,
float lin_sleep_thresh,
float ang_sleep_thresh,
float[] orn,
float[] pos,
char[] _pad1,
RigidBodyOb_Shared shared) {
this.type = type;
this.shape = shape;
this.flag = flag;
this.col_groups = col_groups;
this.mesh_source = mesh_source;
this._pad = _pad;
this.mass = mass;
this.friction = friction;
this.restitution = restitution;
this.margin = margin;
this.lin_damping = lin_damping;
this.ang_damping = ang_damping;
this.lin_sleep_thresh = lin_sleep_thresh;
this.ang_sleep_thresh = ang_sleep_thresh;
this.orn = orn;
this.pos = pos;
this._pad1 = _pad1;
this.shared = shared;
}
}
}