import SwiftUI import Spine struct DebugRendering: View { @StateObject var model = DebugRenderingModel() var body: some View { ZStack { Color.red.ignoresSafeArea() SpineView( from: .bundle(atlasFileName: "spineboy.atlas", skeletonFileName: "spineboy-pro.skel"), controller: model.controller, mode: .fit, alignment: .center ) ForEach(model.boneRects, id: \.id) { boneLocation in Rectangle() .fill(.blue) .offset(x: boneLocation.x, y: boneLocation.y) .frame(width: boneLocation.width, height: boneLocation.height) } } .navigationTitle("Debug Rendering") .navigationBarTitleDisplayMode(.inline) } } #Preview { DebugRendering() } final class DebugRenderingModel: ObservableObject { @Published var controller: SpineController! @Published var boneRects = [BoneRect]() init() { controller = SpineController( onInitialized: { controller in controller.animationState.setAnimationByName( trackIndex: 0, animationName: "walk", loop: true ) }, onAfterPaint: { [weak self] controller in guard let self else { return } boneRects = controller.drawable.skeleton.bones.map { bone in let position = controller.fromSkeletonCoordinates( position: CGPointMake(CGFloat(bone.worldX), CGFloat(bone.worldY)) ) return BoneRect( id: UUID(), x: position.x, y: position.y, width: 5, height: 5 ) } } ) } } struct BoneRect: Hashable { let id: UUID let x: CGFloat let y: CGFloat let width: CGFloat let height: CGFloat }