120 lines
5.3 KiB
C#
120 lines
5.3 KiB
C#
// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
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namespace BlendFile.DNA {
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public class RigidBodyCon {
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public Object ptr_ob1;
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public Object ptr_ob2;
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public short type;
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public short num_solver_iterations;
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public int flag;
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public float breaking_threshold;
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public char spring_type;
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public char[] _pad = new System.Char[3];
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public float limit_lin_x_lower;
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public float limit_lin_x_upper;
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public float limit_lin_y_lower;
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public float limit_lin_y_upper;
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public float limit_lin_z_lower;
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public float limit_lin_z_upper;
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public float limit_ang_x_lower;
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public float limit_ang_x_upper;
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public float limit_ang_y_lower;
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public float limit_ang_y_upper;
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public float limit_ang_z_lower;
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public float limit_ang_z_upper;
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public float spring_stiffness_x;
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public float spring_stiffness_y;
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public float spring_stiffness_z;
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public float spring_stiffness_ang_x;
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public float spring_stiffness_ang_y;
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public float spring_stiffness_ang_z;
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public float spring_damping_x;
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public float spring_damping_y;
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public float spring_damping_z;
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public float spring_damping_ang_x;
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public float spring_damping_ang_y;
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public float spring_damping_ang_z;
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public float motor_lin_target_velocity;
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public float motor_ang_target_velocity;
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public float motor_lin_max_impulse;
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public float motor_ang_max_impulse;
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public object ptr_physics_constraint;
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public RigidBodyCon(
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Object ptr_ob1,
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Object ptr_ob2,
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short type,
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short num_solver_iterations,
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int flag,
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float breaking_threshold,
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char spring_type,
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char[] _pad,
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float limit_lin_x_lower,
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float limit_lin_x_upper,
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float limit_lin_y_lower,
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float limit_lin_y_upper,
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float limit_lin_z_lower,
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float limit_lin_z_upper,
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float limit_ang_x_lower,
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float limit_ang_x_upper,
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float limit_ang_y_lower,
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float limit_ang_y_upper,
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float limit_ang_z_lower,
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float limit_ang_z_upper,
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float spring_stiffness_x,
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float spring_stiffness_y,
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float spring_stiffness_z,
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float spring_stiffness_ang_x,
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float spring_stiffness_ang_y,
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float spring_stiffness_ang_z,
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float spring_damping_x,
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float spring_damping_y,
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float spring_damping_z,
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float spring_damping_ang_x,
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float spring_damping_ang_y,
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float spring_damping_ang_z,
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float motor_lin_target_velocity,
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float motor_ang_target_velocity,
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float motor_lin_max_impulse,
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float motor_ang_max_impulse,
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object ptr_physics_constraint) {
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this.ptr_ob1 = ptr_ob1;
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this.ptr_ob2 = ptr_ob2;
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this.type = type;
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this.num_solver_iterations = num_solver_iterations;
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this.flag = flag;
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this.breaking_threshold = breaking_threshold;
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this.spring_type = spring_type;
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this._pad = _pad;
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this.limit_lin_x_lower = limit_lin_x_lower;
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this.limit_lin_x_upper = limit_lin_x_upper;
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this.limit_lin_y_lower = limit_lin_y_lower;
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this.limit_lin_y_upper = limit_lin_y_upper;
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this.limit_lin_z_lower = limit_lin_z_lower;
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this.limit_lin_z_upper = limit_lin_z_upper;
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this.limit_ang_x_lower = limit_ang_x_lower;
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this.limit_ang_x_upper = limit_ang_x_upper;
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this.limit_ang_y_lower = limit_ang_y_lower;
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this.limit_ang_y_upper = limit_ang_y_upper;
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this.limit_ang_z_lower = limit_ang_z_lower;
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this.limit_ang_z_upper = limit_ang_z_upper;
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this.spring_stiffness_x = spring_stiffness_x;
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this.spring_stiffness_y = spring_stiffness_y;
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this.spring_stiffness_z = spring_stiffness_z;
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this.spring_stiffness_ang_x = spring_stiffness_ang_x;
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this.spring_stiffness_ang_y = spring_stiffness_ang_y;
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this.spring_stiffness_ang_z = spring_stiffness_ang_z;
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this.spring_damping_x = spring_damping_x;
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this.spring_damping_y = spring_damping_y;
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this.spring_damping_z = spring_damping_z;
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this.spring_damping_ang_x = spring_damping_ang_x;
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this.spring_damping_ang_y = spring_damping_ang_y;
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this.spring_damping_ang_z = spring_damping_ang_z;
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this.motor_lin_target_velocity = motor_lin_target_velocity;
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this.motor_ang_target_velocity = motor_ang_target_velocity;
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this.motor_lin_max_impulse = motor_lin_max_impulse;
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this.motor_ang_max_impulse = motor_ang_max_impulse;
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this.ptr_physics_constraint = ptr_physics_constraint;
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}
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}
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}
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