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rive-rs comes with a Vello back-end implementation included. You could get the path data by listening in on that implementation, but this pretty much means copy-pasting the implementation.
Another way to do this would be to query the path data from the runtime, but this would require writing quite a bit more APIs to get there.
I have the need to tessellate my vector graphics to receive a convex hull used for game physics.
I can easily do this with lottie and svg files, but rive doesn't seem to expose the underlying path data in the runtime.
Given framerate and animation length, Is there such a function of t, time, to receive the path geometry in that moment?
See: https://simbleau.github.io/rust/graphics/2023/11/20/using-vello-for-video-games.html#physics
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