/// <summary>
        /// Evalute rig in every frame.
        /// </summary>
        /// <param name="deltaTime"></param>
        public void Evaluate(float deltaTime)
        {
            var totalAngle       = 0.0f;
            var totalTranslation = Vector2.zero;


            for (var i = 0; i < Input.Length; ++i)
            {
                var weight = Input[i].Weight / CubismPhysics.MaximumWeight;


                if (Input[i].Source == null)
                {
                    Input[i].Source = Rig.Controller.Parameters.FindById(Input[i].SourceId);
                }


                var parameter = Input[i].Source;
                Input[i].GetNormalizedParameterValue(
                    ref totalTranslation,
                    ref totalAngle,
                    parameter,
                    Normalization,
                    weight
                    );
            }


            var radAngle = CubismPhysicsMath.DegreesToRadian(-totalAngle);

            var translationX = totalTranslation.x;
            var translationY = totalTranslation.y;

            totalTranslation.x = (translationX * Mathf.Cos(radAngle) - translationY * Mathf.Sin(radAngle));
            totalTranslation.y = (translationX * Mathf.Sin(radAngle) + translationY * Mathf.Cos(radAngle));


            UpdateParticles(
                Particles,
                totalTranslation,
                totalAngle,
                CubismPhysics.Wind,
                CubismPhysics.MovementThreshold * Normalization.Position.Maximum,
                deltaTime
                );


            for (var i = 0; i < Output.Length; ++i)
            {
                var particleIndex = Output[i].ParticleIndex;

                if (particleIndex < 1 || particleIndex >= Particles.Length)
                {
                    break;
                }

                if (Output[i].Destination == null)
                {
                    Output[i].Destination = Rig.Controller.Parameters.FindById(Output[i].DestinationId);
                }

                var parameter = Output[i].Destination;

                var translation = Particles[particleIndex - 1].Position -
                                  Particles[particleIndex].Position;

                var outputValue = Output[i].GetValue(
                    translation,
                    parameter,
                    Particles,
                    particleIndex
                    );


                UpdateOutputParameterValue(parameter, outputValue, Output[i]);
            }
        }
        /// <summary>
        /// Updates particles in every frame.
        /// </summary>
        /// <param name="strand">Particles.</param>
        /// <param name="totalTranslation">Total translation.</param>
        /// <param name="totalAngle">Total angle.</param>
        /// <param name="wind">Direction of wind.</param>
        /// <param name="thresholdValue">Value of threshold.</param>
        /// <param name="deltaTime">Time of delta.</param>
        private void UpdateParticles(
            CubismPhysicsParticle[] strand,
            Vector2 totalTranslation,
            float totalAngle,
            Vector2 wind,
            float thresholdValue,
            float deltaTime
            )
        {
            strand[0].Position = totalTranslation;

            var totalRadian    = CubismPhysicsMath.DegreesToRadian(totalAngle);
            var currentGravity = CubismPhysicsMath.RadianToDirection(totalRadian);

            currentGravity.Normalize();

            for (var i = 1; i < strand.Length; ++i)
            {
                strand[i].Force = (currentGravity * strand[i].Acceleration) + wind;

                strand[i].LastPosition = strand[i].Position;

                // The Cubism Editor expects 30 FPS so we scale here by 30...
                var delay = strand[i].Delay * deltaTime * 30.0f;

                var direction = strand[i].Position - strand[i - 1].Position;
                var distance  = Vector2.Distance(Vector2.zero, direction);
                var angle     = CubismPhysicsMath.DirectionToDegrees(strand[i].LastGravity, currentGravity);
                var radian    = CubismPhysicsMath.DegreesToRadian(angle);


                radian /= CubismPhysics.AirResistance;


                direction.x = ((Mathf.Cos(radian) * direction.x) - (direction.y * Mathf.Sin(radian)));
                direction.y = ((Mathf.Sin(radian) * direction.x) + (direction.y * Mathf.Cos(radian)));
                direction.Normalize();


                strand[i].Position = strand[i - 1].Position + (direction * distance);


                var velocity = strand[i].Velocity * delay;
                var force    = strand[i].Force * delay * delay;


                strand[i].Position = strand[i].Position + velocity + force;


                var newDirection = strand[i].Position - strand[i - 1].Position;

                newDirection.Normalize();


                strand[i].Position = strand[i - 1].Position + newDirection * strand[i].Radius;

                if (Mathf.Abs(strand[i].Position.x) < thresholdValue)
                {
                    strand[i].Position.x = 0.0f;
                }


                if (delay != 0.0f)
                {
                    strand[i].Velocity =
                        ((strand[i].Position - strand[i].LastPosition) / delay) * strand[i].Mobility;
                }
                else
                {
                    strand[i].Velocity = Vector2.zero;
                }


                strand[i].Force       = Vector2.zero;
                strand[i].LastGravity = currentGravity;
            }
        }