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License: MIT License
Add slot separate ability for SpineAnimation component
The Galacean Spine runtime code has become quite outdated and is facing issues both in its project architecture and performance. The demand for Spine is gradually increasing, necessitating an urgent refactoring and optimization of the runtime code.
Refactoring includes several aspects:
Project Engineering Optimization #66 #56
Loader Optimization
Renderer Optimization
When we move spine to the edge of scene, the spine disappeared.
// spineEntity.transform.setPosition(0, -15, 0)
spineEntity.transform.setPosition(27.9, -15, 0)
We just need to move a little bit, and the spine will disappear immediately.
But it should still show a little spine.
https://stackblitz.com/edit/b1ookm?file=index.ts
This is caused by bounds of spine.
The bounds of spine is a point.
We can update the bounds manually to temporarily fix it.
const spineAnimation = spineEntity.getComponent(SpineAnimation)
spineAnimation.autoUpdateBounds = true
// or
// spineAnimation.updateBounds()
Now, it works well.
Spine, which is not truncated by default, updates bounds as needed.
Fix SpineAnimation clip attachment render problem.
Adapt engine-spine to mars runtime
support loading json and atlas file
Now the whole spine animation combine as one single mesh.
So, different attachments cannot have additive effect.
Runtime should separate attachment which has different blend mode as sub mesh, and give it new material.
• Simplify component, refactor SpineRenderer -> SpineAnimation
• Use new MeshRenderer
• Refactor resouce loader
• Support load bin file
• Remove oasisTexture, use Texture2D
• Encapsulate spine resource class for editor
m1
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