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Create new branch for spine 4.0 version & update runtime #97

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@johanzhu johanzhu commented Jun 26, 2024

Description:

Detail change:

  • example/main.ts : Update examples for new runtime api
  • example/outline.ts: Fix some type script type error
  • index.html: add upload dom element for local file upload example
  • package.json: change package name
  • rollup.config.js: Remove mini program support ( old mini program pack logic cause build error
  • src/SpineAnimation.ts: Refract : Inherit from engine renderer,streamline spine api
  • src/SpineRenderer.ts: remove
  • src/core/MeshGenerator.ts: Support multi texture & Updated to adapt to the modifications in the renderer.
  • src/core/SpineMesh.ts:Updated to adapt to the modifications in the renderer.
  • src/index.ts:Update package exports
  • src/loader/LoaderUtils.ts: Refract Loader , Consolidated core loading functions into loaderUtil.
  • src/loader/SpineLoader.ts: Refract Loader to address issues
  • src/spine-core/index.ts:Export all spine-core classes
  • src/spine-core/polyfills.ts: Export module.

spine-core update:Updated spine-core, use npm module instead.

zhubei.zb and others added 12 commits June 4, 2024 17:23
* feat: Compatible with Spine version 4.2

* feat: Remove redundant API of spine renderer.

* feat: Rename MeshGenerator to SpineGenerator and extract to static param of spine render 

*feat: Add SkeletonDataResource to manage spine resource memory

* feat: Cache material and animationStateData to optimize memory usage

* feat: Remove SpineMesh, replace all mesh APIs with primitive

* feat: Refactor SpineLoader to adapt to the new asset types in the editor

* feat: Support load multi spine atlas textures

* feat: Support Temporary Link Scenarios
* feat:fix multiply blend mode render problem
* refactor: refract spine API
// First setup for galacean engine, get scene and create root entity.
// Find setup code here:

// And then load spine resource and instantiate a spine entity with the resource.
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这里没有体现 SpineAnimationRenderer 咋用

return textureAtlas;
}

export function loadTexture(
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调用 loadTexture 的地方,是否我们都可以替代,是的话,是否直接使用. engine.resourceManager.load 就可以了

@@ -0,0 +1,25 @@
export class ReturnablePool<T> {
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ReturnablePool 和 ClearablePool 引擎就有导出呀,为啥这里要在写一份

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2 participants