Denis Andrašec 0d5c3e3b18
Spine iOS (#2504)
* Add `spine-iOS` SPM package & example app (#1)

* Basic Mesh Rendering (#2)

* Spine C++ Swift Wrapper (#3)

* Load `Atlas` & `SkeletonData` (#4)

Load & dispose `Atlas` & `SkeletonData` from bundled files.

* Generate Swift classes from `spine-cpp-lite.h` (#5)

* Draw `SkeletonData` render commands (#6)

- Use `SkeletonData` render commands in the renderer
- Simple loop for animation support

* Add `BoundsProvider` (#7)

- Implement & support `BoundsProvider` classes
- Introduce alignment and content mode
- Update c to swift script to return optional for find prefixed methods

* Support `SpineController` & `Event` callbacks (#8)

- Support SpineController callbacks
- Support Event callbacks
- Apply tint color in renderer

* Support `DressUp` sample (#9)

- Add `DressUp` sample
- Move SpineViewController to SpineUIView
- Implement SpineUIView export to image

* Remove unused file

* Add `Physics` sample (#10)

- Add `Physics` sample
- Fix offsets in `IKFollowing` sample
- Fix `SpineView` background color

* Add `DebugRendering` sample (#11)

- Add `DebugRendering` sample
- Make `SpineUIView` transparent

* Move remaining files to SPM package (#12)

- Move remaining files to SPM package
- Rename `SpineWrapper` to `SpineCppLite`

* Load assets from different sources (#13)

- Load from bundle, file, http & drawable
- Apply correct blend mode & pma in renderer

* Add `Obj-C` + `UIKit` sample (#14)

- Add `Obj-C` + `UIKit` sample
- Update `Spine` to be usable in Obj-C code base

* Support CocoaPods (#15)

* Metal Best Practices (#16)

- Tripple Buffering
- Buffer Bindings
- Shared Objects

* Annotate functions that should return optional (#17)

* Add option to disable drawing when out of viewport (#18)

- Add option to disable drawing when out of viewport
- Move update clock to controller so multiple views can share it

* Add docs for public Spine classes/methods (#19)

* Fix various regressions (#20)

- Fix retain `SpineController` retain cycle
- Fix issue wehre images were not rendered
2024-06-18 10:02:25 +02:00

74 lines
2.1 KiB
Swift

import SwiftUI
import Spine
struct IKFollowing: View {
@StateObject
var model = IKFollowingModel()
var body: some View {
SpineView(
from: .bundle(atlasFileName: "spineboy.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
}
}
)
}
}