Files
BlenderSharp/BlendFile/DNA/bPoseChannel.cs
2025-03-11 19:12:04 +01:00

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