Comments (5)
You are working off of the 4.2-beta branch. That is currently not stable for spine-cpp based runtimes. Please use the 4.1 branch for now.
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I tried ensuring I am on 4.1
of spine-runtimes
and then tried both 4.1
and 4.1-stable
for the godot repo, but same result:
$ ./build/setup.sh 4.1 false false
# <successfully checks out godot into the build folder>
$ ./build/build-v4.sh
<snip beginning of godot compilation output>
[Initial build] Compiling /Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/PointAttachment.cpp ...
In file included from /Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/PhysicsConstraint.cpp:30:
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/include/spine/PhysicsConstraint.h:155:29: error: unknown type name 'Physics'
virtual void update(Physics physics);
^
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/PhysicsConstraint.cpp:287:24: error: no member named 'getTime' in 'spine::Skeleton'
_lastTime = _skeleton.getTime();
~~~~~~~~~ ^
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/PhysicsConstraint.cpp:308:32: error: unknown type name 'Physics'
void PhysicsConstraint::update(Physics physics) {
^
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/PhysicsConstraint.cpp:318:18: error: '_data' is a private member of 'spine::Bone'
float l = bone->_data.getLength();
^
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/include/spine/Bone.h:259:13: note: declared private here
BoneData &_data;
^
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/PhysicsConstraint.cpp:321:8: error: use of undeclared identifier 'Physics'
case Physics::Physics_None:
<snip many more of these kinds of errors>
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from spine-runtimes.
Yup that was it, thank you! I had originally tried on 4.2 as you said.
from spine-runtimes.
I don't suppose you have any idea why when I build spine-runtimes as a custom_module from my godot repository, it fails with missing spine/Animation.h
? It's like the spine/src/include
folder is an include directory when your script builds godot, but not when I just run scons from my own godot (with custom_modules='../spine-runtimes/spine-godot/spine_godot'). The only difference is that with your setup and build, the godot repository being built is a directory inside spine-godot
, and mine is a sibling of spine-runtimes
. I admit ignorance on how scons works and figures out include directories.
Here's the scons line I'm using, starting in my godot repository directory (sibling directory of spine-runtimes):
+ scons compiledb=yes opengl3=yes custom_modules=../spine-runtimes/spine-godot/spine_godot --jobs 1
scons: Reading SConscript files ...
Automatically detected platform: macos
Building for macOS 11.0+.
MoltenVK found at: /Users/dreed/VulkanSDK/1.3.261.1/MoltenVK/MoltenVK.xcframework/macos-arm64_x86_64/
Building for platform "macos", architecture "arm64", target "editor".
Checking for C header file mntent.h... (cached) no
scons: done reading SConscript files.
scons: Building targets ...
[Initial build] Compiling /Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/Animation.cpp ...
/Users/dreed/git/spine-runtimes/spine-godot/spine_godot/spine-cpp/src/spine/Animation.cpp:30:10: fatal error: 'spine/Animation.h' file not found
#include <spine/Animation.h>
^~~~~~~~~~~~~~~~~~~
from spine-runtimes.
Related Issues (20)
- [unity] SkeletonGraphicRenderTexture example component RenderTexture distorted
- [godot] Crash in SpineSlotNode if SpineSprite parent does not have skeleton data set HOT 5
- [runtimes] Skeleton.getBounds() should apply clipping
- [godot] Leak in editor when scene with multiple SpineSpriteNodes is open
- [spine-csharp] MathUtils.Atan2Deg isn't defined when USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS is defined HOT 1
- [TS] MixDuration setter issues HOT 3
- [unity] UpdateWhenInvisible incorrect when using SkeletonRenderSeparator
- [unity] SkeletonGraphicRenderTexture incorrect alpha blending
- [ue] The `SetSlotColor` node accepts only 0 or 1 `Color` value, despite its parameters being of byte types.
- [ue] Quickly support UE5.4.1 HOT 1
- [godot]Rotating bones with `Gravity` of physics constraints gives different results than in the editor.
- [flutter] cpp file not found HOT 2
- [flutter] Animation may not be applied correctly to the skin bones of the mix-and-match skeleton in the Dress Up example. HOT 1
- [ts][pixi] Add `tint` property for Pixi's convention HOT 1
- [unity] SkeletonRenderTexture ArgumentException when mesh empty HOT 1
- [godot] The `Preview Skin` property of `SpineSprite` may override the skin set by code.
- [ts][pixi] Support for Pixi 8.x HOT 2
- [unity] SkeletonRenderSeparator mesh broken with slot alpha 0 HOT 2
- [unity] `URP/2D/Skeleton Lit` shader incorrectly displays Additive slots HOT 1
- [defold] Update plugin
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