81 lines
2.3 KiB
Swift

import SwiftUI
import Spine
struct Physics: View {
@StateObject
var model = PhysicsModel()
var body: some View {
ZStack {
Color(red: 51 / 255, green: 51 / 255, blue: 51 / 255).ignoresSafeArea()
SpineView(
from: .bundle(atlasFileName: "celestial-circus-pma.atlas", skeletonFileName: "celestial-circus-pro.skel"),
controller: model.controller
)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { gesture in
model.updateBonePosition(position: gesture.location)
}
)
}
.navigationTitle("Physics (drag anywhere)")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
Physics()
}
final class PhysicsModel: ObservableObject {
@Published
var controller: SpineController!
@Published
var mousePosition: CGPoint?
@Published
var lastMousePosition: CGPoint?
init() {
controller = SpineController(
onInitialized: { controller in
controller.animationState.setAnimationByName(
trackIndex: 0,
animationName: "eyeblink",
loop: true
)
controller.animationState.setAnimationByName(
trackIndex: 1,
animationName: "wings-and-feet",
loop: true
)
},
onAfterUpdateWorldTransforms: {
[weak self] controller in guard let self else { return }
guard let lastMousePosition else {
self.lastMousePosition = mousePosition
return
}
guard let mousePosition else {
return
}
let dx = mousePosition.x - lastMousePosition.x
let dy = mousePosition.y - lastMousePosition.y
let positionX = controller.skeleton.x + Float(dx)
let positionY = controller.skeleton.y + Float(dy)
controller.skeleton.setPosition(x: positionX, y: positionY)
self.lastMousePosition = mousePosition
}
)
}
func updateBonePosition(position: CGPoint) {
mousePosition = controller.toSkeletonCoordinates(position: position)
}
}