/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import SwiftUI import Spine struct IKFollowing: View { @StateObject var model = IKFollowingModel() var body: some View { SpineView( from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"), controller: model.controller, alignment: .centerLeft ) .gesture( DragGesture(minimumDistance: 0) .onChanged { gesture in model.crossHairPosition = model.controller.toSkeletonCoordinates( position: gesture.location ) } ) .navigationTitle("IK Following") .navigationBarTitleDisplayMode(.inline) } } #Preview { if #available(iOS 15.0, *) { IKFollowing() .previewInterfaceOrientation(.landscapeLeft) } else { IKFollowing() } } final class IKFollowingModel: ObservableObject { @Published var controller: SpineController! @Published var crossHairPosition: CGPoint? init() { controller = SpineController( onInitialized: { controller in controller.animationState.setAnimationByName( trackIndex: 0, animationName: "walk", loop: true ) controller.animationState.setAnimationByName( trackIndex: 1, animationName: "aim", loop: true ) }, onAfterUpdateWorldTransforms: { [weak self] controller in guard let self else { return } guard let worldPosition = self.crossHairPosition else { return } let bone = controller.skeleton.findBone(boneName: "crosshair")! if let parent = bone.parent { let position = parent.worldToLocal(worldX: Float(worldPosition.x), worldY: Float(worldPosition.y)) bone.x = position.x bone.y = position.y } } ) } }