EsotericSoftware / spine-runtimes

2D skeletal animation runtimes for Spine.
http://esotericsoftware.com/
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[spine-ios] can't use `SkeletonBounds` for doing hit detection #2666

Closed kikiloveswift closed 2 weeks ago

kikiloveswift commented 3 weeks ago

Class SkeletonBounds in pod SpinCppLite, path spine-cpp/spine-cpp/include/spine/SkeletonBounds.h

Function:

void update(Skeleton &skeleton, bool updateAabb);

Question: this function need Skeleton, but Spine.Generated.swift has set to internal level.

Spine.Generated.swift image

Suggestion May be SkeletonBoundsWrapper is wannted.

kikiloveswift commented 3 weeks ago

@badlogic please support SkeletonBounds for spine-ios.

kikiloveswift commented 3 weeks ago

I did it, and I support it. I don't believe you guys actually like the spine-ios project. This issue has been open for a long time, with no responses and not even a single update. It's quite disheartening.

badlogic commented 2 weeks ago

You've opened this issue a week ago, a week where I was sick. We do care about the spine-ios runtimes just like we care about all the others. We are a small team, and sometimes things take time.

kikiloveswift commented 2 weeks ago

You've opened this issue a week ago, a week where I was sick. We do care about the spine-ios runtimes just like we care about all the others. We are a small team, and sometimes things take time.

Sorry to hear that. We're also paid enterprise users of Spine, and we really care about the quality and functionality of the spine-ios SDK. We highly value Spine's product. I took a close look at the code logic in spine-cpp/spine-cpp-lite/spine-cpp-lite-codegen.py, so I understand how Spine interacts with SpineCppLite. I’ve managed to get it working, but while using it, I noticed a clear issue in SkeletonBinary.cpp related to AttachmentType_Boundingbox. I've already submitted a PR (https://github.com/EsotericSoftware/spine-runtimes/pull/2668) and sent an email about it, so please take a look and review it when you can.

badlogic commented 2 weeks ago

I've exposed SkeletonBound and fixed the issue in SkeletonBinary. Thanks for reporting.