[Foxtrot Engine] Spine Anim Renderer

Overview
Foxtrot Engine now supports rendering Spine animations. 2 features were added; Spine Animator Component, and FTSpineAnimation.
To-do list:
- (Completed) Revise the class “ResourceManager”, adding features to load FTSpineAnimation instances.
- (Completed) Add class FTSpineAnimation, which is a wrapper to spine animation data.
- (Completed) Add class SpineAnimator component, which works as an interface to control the loaded FTSpineAnimations & to render them.
- Add features to manipulate bones to render animations procedurally.
Development Logs
2025.07.11. Friday
Key features completed
I made a class FTSpineAnimation, a FTResource, as a wrapper to Spine-Runtime CPP.
This included revising the ResourceManager to manage the animation instances. The SpineAnimator, which is the component responsible to load FTSpineAnimations & render them, is added as well. On the way to finish the key features related to Spine animation, there were several changes & bug fixes in Foxtrot DS, HashChainMap & Array to be specific.
The following is the demonstration of SpineAnimator.
Now I’ll start working on the 4th goal - manipulating the bones from the Spine animation to allow procedural animation, such as tilting of the body when a character is aiming his/her gun.
2025.07.12. Saturday
Dynamic Skin Switching
I added a feature that allows users to switch skins of a Spine-animated object. Now the appearance of a Spine-animated object can be changed dyanmically from the code during runtime.