aada 0.1.1

纯 Rust 的 2D 骨骼动画引擎,兼容 Spine 4.x 导出格式(JSON + atlas)。求解到分层 Mesh 与各 Mesh 渲染设置为止,之后交给渲染器。
Documentation
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//! 常用类型的预导入模块:`use aada::prelude::*;` 一次引入引擎最常用的类型与函数。
//!
//! 覆盖:引擎构建([`build_rt`] / [`RT`])、动画([`AnimIdx`] / [`AnimateConfig`] /
//! [`SampledAnimate`])、骨骼姿态([`Pose`] / [`Skeleton`] / [`BoneIdx`])、渲染负载
//! ([`MeshPayload`] / [`PayloadUsage`])与软件裁剪/光栅化 trait([`Clip`] / [`Render`] /
//! [`AsTexture`] / [`AsBitmap`])。

pub use crate::data::runtime::animate::{AnimIdx, AnimateConfig, SampledAnimate};
pub use crate::data::runtime::clip::{AsBitmap, AsTexture, Clip, Render};
pub use crate::data::runtime::constraint::ConstraintState;
pub use crate::data::runtime::mesh::MeshIdx;
pub use crate::data::runtime::payload::{MeshPayload, PayloadUsage};
pub use crate::data::runtime::rt::RT;
pub use crate::data::runtime::skeleton::{BoneIdx, Pose, Skeleton};
pub use crate::data::runtime::skin::SkinIdx;
pub use crate::data::runtime::slot::SlotIdx;
pub use crate::data::store::spine::{Atlas, AtlasPage, build_rt};
pub use crate::error::Error;