Files
BlenderSharp/BlendFile/DNA/bPoseChannel.cs

229 lines
8.8 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 BlendFile.CompatTypes;
using System;
// Automatically generated by BlenderSharp at 22/01/2025 02:33:14
namespace BlendFile.DNA {
public class bPoseChannel {
public bPoseChannel ptr_next;
public bPoseChannel ptr_prev;
public IDProperty ptr_prop;
public ListBase constraints;
public char[] name = new System.Char[64];
public short flag;
public short ikflag;
public short protectflag;
public short agrp_index;
public char constflag;
public char selectflag;
public char drawflag;
public char bboneflag;
public char[] _pad0 = new System.Char[4];
public Bone ptr_bone;
public bPoseChannel ptr_parent;
public bPoseChannel ptr_child;
public ListBase iktree;
public ListBase siktree;
public bMotionPath ptr_mpath;
public Object ptr_custom;
public bPoseChannel ptr_custom_tx;
public float custom_scale;
public float[] custom_scale_xyz = new System.Single[3];
public float[] custom_translation = new System.Single[3];
public float[] custom_rotation_euler = new System.Single[3];
public float custom_shape_wire_width;
public float[] loc = new System.Single[3];
public float[] size = new System.Single[3];
public float[] eul = new System.Single[3];
public float[] quat = new System.Single[4];
public float[] rotAxis = new System.Single[3];
public float rotAngle;
public short rotmode;
public char[] _pad = new System.Char[6];
public float[,] chan_mat = new System.Single[4][4];
public float[,] pose_mat = new System.Single[4][4];
public float[,] disp_mat = new System.Single[4][4];
public float[,] disp_tail_mat = new System.Single[4][4];
public float[,] constinv = new System.Single[4][4];
public float[] pose_head = new System.Single[3];
public float[] pose_tail = new System.Single[3];
public float[] limitmin = new System.Single[3];
public float[] limitmax = new System.Single[3];
public float[] stiffness = new System.Single[3];
public float ikstretch;
public float ikrotweight;
public float iklinweight;
public float roll1;
public float roll2;
public float curveInX;
public float curveInY;
public float curveOutX;
public float curveOutY;
public float ease1;
public float ease2;
public float scaleIn;
public float scale_in_y;
public float scaleOut;
public float scale_out_y;
public float[] scale_in = new System.Single[3];
public float[] scale_out = new System.Single[3];
public bPoseChannel ptr_bbone_prev;
public bPoseChannel ptr_bbone_next;
public object ptr_temp;
public bPoseChannelDrawData ptr_draw_data;
public bPoseChannel ptr_orig_pchan;
public BoneColor color;
public bPoseChannel_Runtime runtime;
public bPoseChannel(
bPoseChannel ptr_next,
bPoseChannel ptr_prev,
IDProperty ptr_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 ptr_bone,
bPoseChannel ptr_parent,
bPoseChannel ptr_child,
ListBase iktree,
ListBase siktree,
bMotionPath ptr_mpath,
Object ptr_custom,
bPoseChannel ptr_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 ptr_bbone_prev,
bPoseChannel ptr_bbone_next,
object ptr_temp,
bPoseChannelDrawData ptr_draw_data,
bPoseChannel ptr_orig_pchan,
BoneColor color,
bPoseChannel_Runtime runtime) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.ptr_prop = ptr_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.ptr_bone = ptr_bone;
this.ptr_parent = ptr_parent;
this.ptr_child = ptr_child;
this.iktree = iktree;
this.siktree = siktree;
this.ptr_mpath = ptr_mpath;
this.ptr_custom = ptr_custom;
this.ptr_custom_tx = ptr_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.ptr_bbone_prev = ptr_bbone_prev;
this.ptr_bbone_next = ptr_bbone_next;
this.ptr_temp = ptr_temp;
this.ptr_draw_data = ptr_draw_data;
this.ptr_orig_pchan = ptr_orig_pchan;
this.color = color;
this.runtime = runtime;
}
}
}