Files
BlenderSharp/BlendFile/DNA/bConstraintTarget.cs
2025-02-18 18:16:57 +01:00

68 lines
2.7 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(173, "bConstraintTarget")]
public class bConstraintTarget {
[DNAFieldAttribute(0, "bConstraintTarget", "*next", "bConstraintTarget", 168)]
public bConstraintTarget ptr_next;
[DNAFieldAttribute(1, "bConstraintTarget", "*prev", "bConstraintTarget", 168)]
public bConstraintTarget ptr_prev;
[DNAFieldAttribute(2, "Object", "*tar", "Object", 1160)]
public Object ptr_tar;
[DNAFieldAttribute(3, "char", "subtarget[64]", "System.Char[]", 1)]
public char[] subtarget = new System.Char[64];
[DNAFieldAttribute(4, "float", "matrix[4][4]", "System.Single[,]", 4)]
public float[,] matrix = new System.Single[4,4];
[DNAFieldAttribute(5, "short", "space", "short", 2)]
public short space;
[DNAFieldAttribute(6, "short", "flag", "short", 2)]
public short flag;
[DNAFieldAttribute(7, "short", "type", "short", 2)]
public short type;
[DNAFieldAttribute(8, "short", "rotOrder", "short", 2)]
public short rotOrder;
[DNAFieldAttribute(9, "float", "weight", "float", 4)]
public float weight;
[DNAFieldAttribute(10, "char", "_pad[4]", "System.Char[]", 1)]
public char[] _pad = new System.Char[4];
public bConstraintTarget() {
this.ptr_next = default;
this.ptr_prev = default;
this.ptr_tar = default;
this.subtarget = default;
this.matrix = default;
this.space = default;
this.flag = default;
this.type = default;
this.rotOrder = default;
this.weight = default;
this._pad = default;
}
public bConstraintTarget(bConstraintTarget ptr_next, bConstraintTarget ptr_prev, Object ptr_tar, char[] subtarget, float[,] matrix, short space, short flag, short type, short rotOrder, float weight, char[] _pad) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.ptr_tar = ptr_tar;
this.subtarget = subtarget;
this.matrix = matrix;
this.space = space;
this.flag = flag;
this.type = type;
this.rotOrder = rotOrder;
this.weight = weight;
this._pad = _pad;
}
}
}