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I suggest to calculate viewport size by clipping, but not min-max vertices. Sometimes animation goes out of bounds and player fits viewport size to not visible parts. It's unexpected behaviour for me, so I have to setup viewport manually which is taking much time and exhausting.
See example, I expect to see these two animations in same bounding box, but 2nd orange jump outside of bottom border
(Could try to provide PR later if you agree with idea. But only for JS platform)
The text was updated successfully, but these errors were encountered:
badlogic
changed the title
Calculate animation viewport by clipping if exist
[player] Take clipping into account when calculating animation viewport
Dec 30, 2022
Oh, that's actually a bug! This method must absolutely incorporate clipping. I'll try to get this fixed after my vacation, unless you send a PR before that!
The method itself doesn't care where attachments, including clipping attachments, come from. What it needs to do is simulate the logic of SkeletonRenderer and clip region and mesh attachments when a clipping attachment is active, then take their min/max.
spine-runtimes/spine-ts/spine-player/src/Player.ts
Line 762 in 6661ae9
I suggest to calculate viewport size by clipping, but not min-max vertices. Sometimes animation goes out of bounds and player fits viewport size to not visible parts. It's unexpected behaviour for me, so I have to setup viewport manually which is taking much time and exhausting.
See example, I expect to see these two animations in same bounding box, but 2nd orange jump outside of bottom border
(Could try to provide PR later if you agree with idea. But only for JS platform)
The text was updated successfully, but these errors were encountered: