Hi,
I'm working on a runtime implementation for the Godot game engine, and it's going pretty well.
One thing I'm wondering about is the SkeletonClipping object.
I've looked through the API documentation and examples, but it's not clear to me how this works. I would really like an explanation. I kind of have sort of an idea from looking at its public methods and how it's used in the official runtimes but I'd like some concrete explanation.
Of course, I can just go in and copy the examples but that doesn't help me adapt the code when I need to.
From what I understand, the Clipping is applied directly to the immediate next (directly under) MeshAttachment or RegionAttachment. But if the next attachment is neither a MeshAttachment or RegionAttachment or another ClippingAttachment, then nothing is affected.
In the code, SkeletonClipping::clipEnd() is called if there's an error with the integration process or if the next attachment isn't Region, Mesh or Clipping.
But these are just my guesses. Would anyone be able to confirm how Clipping is actually done with the spine runtimes please?
Thanks