// // 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 'package:spine_flutter/spine_flutter.dart'; import 'package:flutter/material.dart'; class IkFollowing extends StatefulWidget { const IkFollowing({super.key}); @override IkFollowingState createState() => IkFollowingState(); } class IkFollowingState extends State { late SpineWidgetController controller; Offset? crossHairPosition; @override void initState() { super.initState(); controller = SpineWidgetController( onInitialized: (controller) { // Set the walk animation on track 0, let it loop controller.animationState.setAnimation(0, "walk", true); controller.animationState.setAnimation(1, "aim", true); }, onAfterUpdateWorldTransforms: (controller) { final worldPosition = crossHairPosition; if (worldPosition == null) return; final bone = controller.skeleton.findBone("crosshair")!; final parent = bone.parent; if (parent != null) { final position = parent.appliedPose.worldToLocal(worldPosition.dx, worldPosition.dy); bone.appliedPose.x = position.x; bone.appliedPose.y = position.y; } }, ); } void _updateBonePosition(Offset position) { crossHairPosition = controller.toSkeletonCoordinates(position); } @override Widget build(BuildContext context) { reportLeaks(); return Scaffold( appBar: AppBar(title: const Text('IK Following')), body: GestureDetector( onPanDown: (drag) => _updateBonePosition(drag.localPosition), onPanUpdate: (drag) => _updateBonePosition(drag.localPosition), child: SpineWidget.fromAsset( "assets/spineboy.atlas", "assets/spineboy-pro.skel", controller, alignment: Alignment.centerLeft, ), ), ); } }