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