using AssetStudio; namespace CubismLive2DExtractor { public class CubismPhysicsNormalizationTuplet { public float Maximum; public float Minimum; public float Default; } public class CubismPhysicsNormalization { public CubismPhysicsNormalizationTuplet Position; public CubismPhysicsNormalizationTuplet Angle; } public class CubismPhysicsParticle { public Vector2 InitialPosition; public float Mobility; public float Delay; public float Acceleration; public float Radius; } public class CubismPhysicsOutput { public string DestinationId; public int ParticleIndex; public Vector2 TranslationScale; public float AngleScale; public float Weight; public CubismPhysicsSourceComponent SourceComponent; public bool IsInverted; } public enum CubismPhysicsSourceComponent { X, Y, Angle, } public class CubismPhysicsInput { public string SourceId; public Vector2 ScaleOfTranslation; public float AngleScale; public float Weight; public CubismPhysicsSourceComponent SourceComponent; public bool IsInverted; } public class CubismPhysicsSubRig { public CubismPhysicsInput[] Input; public CubismPhysicsOutput[] Output; public CubismPhysicsParticle[] Particles; public CubismPhysicsNormalization Normalization; } public class CubismPhysicsRig { public CubismPhysicsSubRig[] SubRigs; public Vector2 Gravity = new Vector2(0, -1); public Vector2 Wind; } public class CubismPhysics { public string m_Name; public CubismPhysicsRig _rig; } }