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// This file is generated from JsonSchema. Don't modify this source code.
using System;
using System.Collections.Generic;
namespace UniGLTF.Extensions.VRMC_vrm_animation
{
public class HumanBone
{
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// Represents a single glTF node mapped to this humanBone.
public int? Node;
}
public class HumanBones
{
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// Represents a single bone of a Humanoid.
public HumanBone Hips;
// Represents a single bone of a Humanoid.
public HumanBone Spine;
// Represents a single bone of a Humanoid.
public HumanBone Chest;
// Represents a single bone of a Humanoid.
public HumanBone UpperChest;
// Represents a single bone of a Humanoid.
public HumanBone Neck;
// Represents a single bone of a Humanoid.
public HumanBone Head;
// Represents a single bone of a Humanoid.
public HumanBone Jaw;
// Represents a single bone of a Humanoid.
public HumanBone LeftUpperLeg;
// Represents a single bone of a Humanoid.
public HumanBone LeftLowerLeg;
// Represents a single bone of a Humanoid.
public HumanBone LeftFoot;
// Represents a single bone of a Humanoid.
public HumanBone LeftToes;
// Represents a single bone of a Humanoid.
public HumanBone RightUpperLeg;
// Represents a single bone of a Humanoid.
public HumanBone RightLowerLeg;
// Represents a single bone of a Humanoid.
public HumanBone RightFoot;
// Represents a single bone of a Humanoid.
public HumanBone RightToes;
// Represents a single bone of a Humanoid.
public HumanBone LeftShoulder;
// Represents a single bone of a Humanoid.
public HumanBone LeftUpperArm;
// Represents a single bone of a Humanoid.
public HumanBone LeftLowerArm;
// Represents a single bone of a Humanoid.
public HumanBone LeftHand;
// Represents a single bone of a Humanoid.
public HumanBone RightShoulder;
// Represents a single bone of a Humanoid.
public HumanBone RightUpperArm;
// Represents a single bone of a Humanoid.
public HumanBone RightLowerArm;
// Represents a single bone of a Humanoid.
public HumanBone RightHand;
// Represents a single bone of a Humanoid.
public HumanBone LeftThumbMetacarpal;
// Represents a single bone of a Humanoid.
public HumanBone LeftThumbProximal;
// Represents a single bone of a Humanoid.
public HumanBone LeftThumbDistal;
// Represents a single bone of a Humanoid.
public HumanBone LeftIndexProximal;
// Represents a single bone of a Humanoid.
public HumanBone LeftIndexIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone LeftIndexDistal;
// Represents a single bone of a Humanoid.
public HumanBone LeftMiddleProximal;
// Represents a single bone of a Humanoid.
public HumanBone LeftMiddleIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone LeftMiddleDistal;
// Represents a single bone of a Humanoid.
public HumanBone LeftRingProximal;
// Represents a single bone of a Humanoid.
public HumanBone LeftRingIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone LeftRingDistal;
// Represents a single bone of a Humanoid.
public HumanBone LeftLittleProximal;
// Represents a single bone of a Humanoid.
public HumanBone LeftLittleIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone LeftLittleDistal;
// Represents a single bone of a Humanoid.
public HumanBone RightThumbMetacarpal;
// Represents a single bone of a Humanoid.
public HumanBone RightThumbProximal;
// Represents a single bone of a Humanoid.
public HumanBone RightThumbDistal;
// Represents a single bone of a Humanoid.
public HumanBone RightIndexProximal;
// Represents a single bone of a Humanoid.
public HumanBone RightIndexIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone RightIndexDistal;
// Represents a single bone of a Humanoid.
public HumanBone RightMiddleProximal;
// Represents a single bone of a Humanoid.
public HumanBone RightMiddleIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone RightMiddleDistal;
// Represents a single bone of a Humanoid.
public HumanBone RightRingProximal;
// Represents a single bone of a Humanoid.
public HumanBone RightRingIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone RightRingDistal;
// Represents a single bone of a Humanoid.
public HumanBone RightLittleProximal;
// Represents a single bone of a Humanoid.
public HumanBone RightLittleIntermediate;
// Represents a single bone of a Humanoid.
public HumanBone RightLittleDistal;
}
public class Humanoid
{
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// An object which maps humanoid bones to nodes.
public HumanBones HumanBones;
}
public class Expression
{
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// Represents a single glTF node mapped to this expression.
public int? Node;
}
public class Preset
{
// Represents a single expression.
public Expression Happy;
// Represents a single expression.
public Expression Angry;
// Represents a single expression.
public Expression Sad;
// Represents a single expression.
public Expression Relaxed;
// Represents a single expression.
public Expression Surprised;
// Represents a single expression.
public Expression Aa;
// Represents a single expression.
public Expression Ih;
// Represents a single expression.
public Expression Ou;
// Represents a single expression.
public Expression Ee;
// Represents a single expression.
public Expression Oh;
// Represents a single expression.
public Expression Blink;
// Represents a single expression.
public Expression BlinkLeft;
// Represents a single expression.
public Expression BlinkRight;
// Represents a single expression.
public Expression LookUp;
// Represents a single expression.
public Expression LookDown;
// Represents a single expression.
public Expression LookLeft;
// Represents a single expression.
public Expression LookRight;
// Represents a single expression.
public Expression Neutral;
}
public class Expressions
{
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// An object that contains definitions of preset expressions.
public Preset Preset;
// An object that contains definitions of custom expressions.
public Dictionary<string, Expression> Custom;
}
public class LookAt
{
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// Represents a single glTF node represents the eye gaze point.
public int? Node;
}
public class VRMC_vrm_animation
{
public const string ExtensionName = "VRMC_vrm_animation";
// Dictionary object with extension-specific objects.
public object Extensions;
// Application-specific data.
public object Extras;
// Specification version of VRMC_vrm_animation
public string SpecVersion;
// An object which describes about humanoid bones.
public Humanoid Humanoid;
// An object which maps expressions to nodes.
public Expressions Expressions;
// An object which maps a eye gaze point to a node.
public LookAt LookAt;
}
}